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Tyranid Character Guide

The Ymgarl Genestealer Strain


Table of Contents
Chapter 1: Tyranid Genestealers 3 Chapter 2: Ymgarl Genestealer Characters 22
Tyranid Physiology 3 Creating Ymgarl Genestealer Explorers 22
Genestealer Reproduction 4 Genetic Legacy 23
Brood Mind 4 Ymgarl Genestealer Career Path 24
Infiltration 4 New Skills 29
Tyranid Genestealer Generations 5 New Talents 30
Hive Fleet Invasion 6 New Traits 33
Ymgarl Genestealers 6 Chapter 3: Tyranid Armory 34
Ymgarl 6 Ranged Weapons 35
Ymgarl in the Koronus Expanse 7 Melee Weapons 36
Methodology and Goals 7 Armory Table 37
Koronus Ymgarl Physiology 7 Chapter 4: Tyranid Psychic Powers 38
Other Tyranid Bioforms 8 Tyranid Psychic Powers Chart 38
Carnifex 8 Tyranid Psychic Power Descriptions 38
Gargoyle 10 Chapter 5: Tyranid Starships 40
Hive Tyrant 11 Tyranid Starship Special Rules 43
Hormagaunt 11 Creating Tyranid Starships 44
Lictor 12 Tyranid Starship Hulls 46
Ravener 13 Chapter 6: Alternate Career Ranks 48
Ripper Swarm 14 Ymgarl Fleetmaster 50
Termagant 15 Ymgarl Genestealer Magus 52
Trygon 15 Ymgarl Impersonator 54
Tyranid Warrior 17 Ymgarl Scavenger 56
Tyranid Warrior Prime 17 Ymgarl Splicer 58
Tyrant Guard 18 Chapter 7: Ascendant Ymgarl 60
Venomthrope 20 Expanded Ymgarl Career Path 61
Zoanthrope 21 New Talents/Traits 63
A Note from the Author 68

2
Tyranid Genestealers
Source Disclaimer: All lore in this section is taken from the their jaw allows the generation of incredible bite-
Deathwatch RPG, primarily the Core Rulebook and Mark of the pressure.
Xenos, and Ymgarl Genestealer lore comes from
wh40k.lexicanum.com and warhammer40k.wikia.com
Their olfactory organ is linked at its base to the
rear of their palate, combining their scent and taste for
I can think of few greater xenos threats to the possible use as a sophisticated air-analysis method.
Imperium than that of the Genestealer. An apex They also display respiratory gill systems along the
predator possessed of intelligence and cunning that dermis/valves between their fused exo-ribs. This
rival our own, they exist for the sole purpose of system is then somehow linked to breathing holes on
reproducing in vast numbers and sowing utter chaos their limbs and cranium.
in their wake. However these characteristics may not be general
Inquisitor Kalistradi from "The Nature of the Beast" across all Genestealers, as they are one of the most
mutable Tyranid species and often exhibit a wide and
Genestealers were the first Tyranid species to be varying range of different traits. It has been
encountered by the Imperium. But before the hypothesised that these traits manifest depending on
Imperium had knowledge of the Tyranids as a species, the particular host species the infection discovers; but
they believed Genestealers were a separate species this theory has been disregarded by some experts,
indigenous to the moons of Ymgarl which spread to citing that the traits are more likely different
other planets by infiltrating passing cargo ships and Genestealer subspecies altogether, which are separate
derelict Space Hulks. It is believed Genestealers were from the host.
introduced to the moons of Ymgarl in M35 from Hive Purestrain Genestealers are Genestealers which
Fleet Tiamet in the Tiamet System, carried inside the have been spawned not through the process of
Imperial vessels that were sent to destroy the system. infecting hosts but rather by the hive ships themselves
When the Battle for Macragge with Hive Fleet in great bio-factories and birthing vats. Not polluted or
Behemoth took place, Technomagi spent years altered by inferior genetic material, they are
classifying the left-behind bodies, including markedly stronger and faster than a normal
Genestealers used as Tyranid shock troops. Further Genestealer and possess a wider variety of adaptive
investigation confirmed that all Genestealers were in biomorphs. This is intentional, as Purestrain
fact Tyranids. Genestealers are the creatures from which all other
The truth is that infiltrating Genestealers had been Genestealers are born, and even a single Purestrain
working their way into the galaxy for thousands of Genestealer can create a vast brood from a local
years prior to the invasion of the Hive Fleets proper. population given time and enough raw material.

Tyranid Physiology
Genestealers are stronger and hardier than
Humans, able to withstand even the most hostile
environments unprotected, including hard vacuum,
and are capable of living for centuries. They are a
highly intelligent species with a disproportionately
large and adaptive brain that is housed in a bulbous
head. They combine extraordinary intelligence and
subtlety of mind with remarkable strength and
quickness of body.
Genestealers are bipedal, standing in a perpetual
crouch, and have two sets of arms, one equipped with
Human-like hands, one with powerful ripping claws.
Their dense musculature and the distending hinge of

3
Genestealer Reproduction Infiltration
Possibly the most terrifying aspect of Genestealers form the first wave of a Tyranid
Genestealers is their insidious method of invasion, either infiltrating a suitable world hundreds
reproduction. Genestealers reproduce completely of years before the actual invasion, or in the more
separate from a Hive Fleet, unlike the majority of short term, where they are deployed onto a planet by
other Tyranid creatures. Through the use of a tube- Mycetic Spores from the hive fleet. In both cases they
like tongue called an Ovipositor, they insert a tiny pave the way for the invasion by weakening the
embryonic organism containing their own genetic planet's defences.
material into a host victim. Over time this organism Once upon a new world, the Genestealers seek out
alters the host's genetic code, and their consciousness all forms of life, attempting to home in on species of a
is also completely suppressed by a localised version highly organised nature. Genestealers at first
of the Hive Mind, known as the Brood Mind, concentrate on infecting host victims, who go on to
becoming a virtual slave. Any offspring born by the breed Genestealer/host hybrids and begin a
host will be horrific Genestealer Hybrids, which the generational cycle of new hybrids increasingly like the
host will be psychically mesmerised to care for, host species. Over decades, the hybrids will spread
giving rise to the Genestealer Cults that grow in through a society and a hidden cult is established
secret within human and other societies. within the host's society. All members of the
Genestealer cult are psychically linked and controlled
Brood Mind by the original Genestealer. The cult is totally devoted
Genestealers have an interlinking telepathy to gaining political power within the society, often
similar to the greater Hive Mind which is generated cloaking itself in the guise of a legitimate religion,
by the entire Tyranid race. This Brood Mind is while infecting suitable hosts, prospering and
smaller and more localised than the Hive Mind and is multiplying, and hiding their true nature from the
used to exert complete control over their host victims broader society
and also for communication. It also acts as a psychic
beacon to draw a Hive Fleet towards the infestation in
order to devour the planet.

4
Tyranid Genestealer Generations

Purii (Purestrain) Genestealer Primacii (4th) Generation


A full Genestealer starts the infection cycle by The fourth generation, the Primacii, are almost
inserting their genetic material into a host victim. As indistinguishable from their host species, only with
the infestation spreads and the cult grows, the first slight physical deformities. Some still sport give-away
Genestealer takes the role of a Genestealer Patriarch signs such as being bald. They are able to blend in to
and often grows larger into an obese and psychic the host society and work to lure, kidnap, or do
monstrosity whatever it takes to provide more hosts. Some rare
individuals of this generation have psychic powers
Contagii (Infection) Generation and become a Genestealer Magus.
The host victims, or Contagii, return to their own
societies and begin to have an urgent need to find a Purii (5th) Generation
mate and begin a family. This mate also becomes Paradoxically, the Genestealer's DNA reemerges in
infected with Genestealer DNA. Contagii still the fifth generation, giving birth to a full Genestealer,
physically resemble other members of their species, albeit one showing some physical characteristics of
though they may have a slight blue or mauve pallor to the host species. Thus the cycle can begin anew, as
their skin and can be psychically controlled by the the new Genestealers have the potential to infiltrate
Patriach to become mindless slaves, making them the other worlds and become a Patriarch.
perfect infiltrators.

Maelignaci (1st) Generation


As the contagii mate, the Genestealer genetic
material passes onto their offspring, the Maelignaci.
The Maelignaci are animals, slow, clumsy and
moronic. Within the cult they generally regarded as
expendable shock troops. They often possess three or
even four arms, and are unable to use their host
species technology or weaponry.

Hybrid (2nd) Generation


The Hybrid offspring of the Maelignaci are born
unique with no two alike. However this generation
can be selectively bred, using their parents like live-
stock, and is often manipulated for traits such speed,
strength or aggression. They bear more resemblance
to their host species than a Genestealer, but are still
unable to use their host's technology.

True Hybrid (3rd) Generation


The next generation are True Hybrids and can be
mistaken for a member of their host species, if they
wear disguising clothes, or stay in dark areas, etc.
Some of this generation are capable of using weapons
of their host species

5
Hive Fleet Invasion Unlike any other Tyranid creature, the Ymgarl
The Brood Mind of a Genestealer infestation acts Genestealers are outcasts. The Hive Mind has no wish
as a psychic beacon to draw in a Tyranid Hive Fleet. to reabsorb their genetic material in fear that the
When a Hive Fleet comes within a few hundred light uncontrollable genetic instabilities that allow the
years of an infected world, a sublimiminal reaction is Ymgarl Genestealers their formidable flesh-shaping
triggered within the Brood Mind which forces the abilities might contaminate the Tyranid gene-pool.
Genestealers into a frenzy of killing and breeding, Instead, they are abandoned on whatever planet they
thus collapsing the society in which they were hidden happen to be on, being forced to search for contact
and making way for the full Tyranid invasion. with the Hive Mind on other planets after the Hive
However Genestealers are notoriously Fleet has fed. They infiltrate the ships of any explorers
independent from the Hive Mind and have a great and investigators unlucky enough to land on the prey
will to survive. During a planetary invasion planet after the Fleet's passing and spread in their
Genestealers wanting to survive are innately driven instinctual need of being absorbed back to the Fleets,
onwards and outwards from the Hive Fleet by only to be abandoned again.
infiltrating fleeing ships. Or, after the invasion, the The Hive Fleet of origin of the Ymgarl
Genestealers are reabsorbed into the Hive Fleet as Genestealers is a mystery, as is whether they are
pure bio-matter like all other life is. The infiltrating capable of reproduction or remnants of the original
Genestealers go on to infest more worlds and then in creatures encountered on the moons of Ymgarl.
turn lead the Hive Fleet to them. No one amongst the
Imperium knows how deep and widespread the Ymgarl
Genestealer infestation of the galaxy has become. Ymgarl, located somewhere in the galactic north-
west, is most notable for its moons being the supposed
Ymgarl Genestealers origin of Genestealers, in particular the Ymgarl
Ymgarl Genestealers are a mutated form of Genestealer strain, before the Imperium had
Genestealers originally thought to be native to the knowledge of the Tyranids as a species.
moons of planet Ymgarl, notable in that they are The Genestealers were thought to spread off the
among the first contacts mankind has ever had with moons to other parts of the Galaxy by infiltrating
the Tyranid race. passing cargo ships and derelict Space Hulks. It was
Ymgarl Genestealers were first encountered on not until the Battle for Macragge that Genestealers
the moons of Ymgarl long before the arrival of Hive were observed to be used as shock troops by the
Fleet Behemoth, wherefrom they occasionally spread Tyranids, and further investigation of the alien bodies
on cargo barges to other worlds. They were thought to after the battle confirmed that all Genestealers were
be autochtonous to the moons until they were part of the Tyranid race.
encountered among the swarms and were revealed to In response to this revelation, the Salamanders
be a Tyranid organism from the start. Lying dormant undertook a xenocidal campaign to purge the moons
in hiding, they consume anything that disturbs their of Ymgarl and Inquisitors increased their alertness
hibernation. This is due to their unique ability of levels for possible Genestealer infestations. However
being able to alter their physical characteristics via a the Ymgarl Genestealer strain was not entirely
limited form of shapeshifting, the drawback being a eradicated by the Salamanders and many still lurk in
greatly quickened metabolism which forces them to hibernation in the dark corners of the galaxy.
either feed almost constantly, hibernate in hiding or
starve to death. They possess feeding tentacles instead
of a maw, resembling those on the Lictor, which they
use to suck their prey dry of blood, their only source
of nourishment.

6
Ymgarl Genestealers in the Koronus Expanse
Source Disclaimer: Everything in this section is purely fan made Some have made claims that it is clearly a Genestealer
material. Feel free to use or disregard it as you see fit. Incursion, trying to divide the forces of the Imperium
of Man and take the Expanse for themselves and their
Largely in Hibernation in the Calixis Sector, the Hive Fleets.
Ymgarl are considerably more active in the Koronus Still more have made their place amongst fringe
Expanse. Stepping out of mere hibernation and worlds, blending in and living surprisingly mundane
embarking out upon the galaxy, the Ymgarl in the lives. A recent report from a Feral World revealed that
Koronus have begin to work their way into a varied a tribe of Raiders, upon being killed, turned into
and curous niche. Some have even revealed strange shaped beings. The bodies were destroyed, so
themselves and begun to work for various this claim cannot be verified.
enterprising agencies in the expanse. From everything that has been learned, the
Their formidable shapeshifting abilities allow methodology and drive of the Ymgarl Genestealers
them to disguise themselves quite well among the that have made their way into the Koronus Expanse
various Xenos races that inhabit the expanse, and seems to depend on the individual Genestealer, not
allows them the freedom to attempt to restore their traditionally what the Tyranid scourge does, and what
lacking genetic strain. Ymgarl inherently lack the they hope to find in this section of the galaxy.
Brood Mind ability of Purestrain Genestealers, but it
is possible that through exposure to new genetic Koronus Ymgarl Physiology
material and experimentation with their shapeshifting Ymgarl are incredibly different from Humanity or
that their biology might be able to repair itself. In any other Xenos race. They are still occasionally
spite of this, Ymgarl feel no call to whatever Hive afflicted by bouts of hunger while utilizing their
Fleet initially spawned them, and it is believed that shapeshifting, and need to feed to survive. Ymgarl
they are either out of reach, or simply that require the blood of other organisms to survive, a
uninterested in contaminating their own pools with curious need, and one not without problems for the
Ymgarl blood. Ymgarl attempting to blend into society. A crafty
Ymgarl might be able to find non-violent ways of
Methodology and Goals obtaining the blood needed.
Attempting to divine Ymgarl methodology and With their limited shapeshifting ability, a Ymgarl
goals has proven fruitless to all those who have can blend in with the local populace or create a variety
attempted it, as they recieve conflicting data from of improvised defensive weaponry and armor. As they
many of the speciments they unearth. practice and become more adept at shifting, they begin
Some appear to have begun indulging in to recover a myriad of different Tyranid abilities, some
biomedical research of a kind, and are harvesting from other strains of Tyranid entirely.
genetic material, perhaps in an attempt to restore their Ymgarl retain the chitinous protection that other
lost abilities or become something else entirely. Tyranids do, granting them resistance to physical
According to some loose lipped Inquisitorial attacks. They can utilize their shapeshifting ability to
assets (who were shorty after never seen again), some hide these.
have begun to utilize their gift of shapeshifting to Ymgarl possess feeding tentacles instead of a
work for the Imperium of Man, acting as infiltrators maw, granting them the ability to snare prey to feed.
and saboteurs, though the reasoning behind this is They can utilize their shapeshifting ability to hide
unclear. these.
Several Deathwatch teams have reported finding While they no longer have their connection to the
Ymgarl remains amongs the Eldar, Orks, and even Hive Mind, the absence of that mysterious connection
Tau troops that dot the landscape of the Expanse, only has left a void in the mind of the Ymgarl. This void
finding them after the spilling out of ill fitting armour. grants some of the same beneficial resistances that
According to rumors told through Port Wander and regular Tyranids have due to the missing neural links.
beyond, certain high level persons of interest have
been acting strangely as of late, and acting incredibly
out of character.

7
Other Tyranid Bioforms
Source Disclaimer: All lore in this section is taken from the In battle, the Tyranids are a horror beyond
Deathwatch RPG, primarily the Core Rulebook and Mark of the comprehension, a monstrous tide of merciless claw,
Xenos.
venom, and fang that cannot be bargained with,
reasoned with, or surrendered to. It strikes with the
There is a cancer eating at the Imperium. With each relentless fury of a rabid beast, yet it is driven by a
decade, it advances deeper, leaving drained, dead cold and alien intelligence that makes every
worlds in its wake. This horror, this abomination, has component of the swarmfrom lowly flesh-boring
thought and purpose which functions on an parasites to gargantuan war-creatures the size of a
unimaginable, galactic scale, and all we can do is try Battle Titanfar more dangerous than any mere
to stop the swarms of bio-engineered monsters it animal could ever be. Carried through the void on
unleashes upon us by instinct. We have given the immense living bioships, the seemingly numberless
horror a name to salve our fears; we call it the and inexhaustible hive fleets are attracted to worlds
Tyranid race, but if it is aware of us at all it must rich with life like a great ocean predator may be drawn
know us only as Prey. to blood in the water. They descend upon their prey-
Inquisitor Czevak at the Conclave of Har world, raining down poisonous spores that taint and
pollute the atmosphere and unleashing murderous
The Tyranid threat is a menace unlike any other hunting creatures to slaughter any animal life that
faced by the Imperium, massive in scale and wholly might pose a threat to consumption. Depending on the
alien in its nature and need to devour, not just particular fleets resources and size, other adaptive and
mankind, but all life in the galaxy. The Tyranids are a mutating war-beasts and biologically created leader-
vast swarm of predatory beasts driven and controlled creatures will also be unleashed to wage an
by a single Hive Mind: one flesh, one will, and one unrelenting war of extermination on the world, a war
biology, all designed to consume and absorb biomass that will only end in one of two ways: the defeat and
on a monumental scale and focused solely on purging of the Tyranid assault by the defenders, or the
satiating a hunger without end. From the cold depths complete consumption and reduction of all living
of intergalactic space they have comethe tendrils of matter by the Hive Fleet, a dead world left in its wake.
the Great Devoureran all destroying swarm
composed of billions of organisms, each one the agent
of a great and immortal intelligence. They have left Carnifex
nothing but dead husks of former life-bearing worlds Carnifexes are giant creatures that can be found at
in their wake, and if the Imperium cannot stop them, the forefront of Tyranid assaults. These multi-ton
all hope is lost. monsters act like living battering rams that can smash
Named for the doomed Explorator outpost on through almost any obstacle whether it be a platoon of
Tyran which fell before the onslaught of what would men, enemy tanks or a fortified position. They are
come to be named Hive Fleet Behemoth in 745.M41, specially evolved for use in shock assaults, spaceship
the Tyranid threat has since ravaged hundreds if not boarding actions and massed battles where they can
thousands of star systems, principally in the put their overwhelming strength and preternatural
Segmentum Ultima, like a vast and monstrous set of toughness to best effect. A Carnifex is a living engine
jaws biting down on the galactic plain, although no of destruction and the attack of just one of these
corner of the wide Imperium has so far proved creatures is a terrifying thing to behold, a primeval
beyond the reach of the fragmented tendrils of the force of nature unleashed in a killing frenzy.
onrushing nightmare tide. Indeed, the Genestealer, Carnifexes have been encountered in every major
long an insidious threat that has troubled Mankind for encounter with Tyranids since the arrival of Hive Fleet
millennia appears now to be a harbinger of the Behemoth, most notably at the Battle of Macragge
Tyranids, and the dim secrets of the ancient past hint where large numbers of them were killed during the
at past threats, but never so widespread or potentially siege of the polar fortresses. These, the first
catastrophic as at present. Carnifexes to be seen by Imperial forces, became
known as Screamer Killers because of the high-
pitched scream they made as they charged into
combat.

8
The Screamer Killer had four great sickle-shaped ground pressure footprint that can exceed the load
claws of diamond-hard chitin, bone and cartilage. The bearing strength of bridges and gantries or break
combined assault of these mighty scythes driven by through ice unexpectedly. Knocking one down is best
the creatures huge muscle mass was powerful enough achieved with an armoured vehicle but getting one
to rip through even armourplas and ceramite with into close proximity with any Carnifex is a
ease. The source of their high-pitched screaming was dangerousproposition.
found to be rasping plates in their esophagus that Most Carnifex kills registered come from high
were used to energize a form of bio-plasma in their energy attackslascannon, plasma and melta weapon
gut. This bio-plasma vomit made a dangerous short strikes to critical locations. Carnifexes can shrug off
range flamer-like weapon. In some instances other small arms fire and even bolt gun hits with
Screamer Killers were reported using an electrical minimal loss of function...
field around their claws to build up an incandescent Some great heroes have successfully pitted their
bio-plasma ball before launching it at a target over speed and agility against a Carnifex to overcome it in
longer ranges. The Screamer Killer had a massive close combat, but any more have died trying.
body that was found to be extremely tough. It was
also covered with a thick, chitinous hide that
protected it from damage
The Screamer Killer is now believed to be just
one extreme mutation of the Tyranid warrior genus
Tyranicus Tyranicii with a massively enlarged
exoskeleton and musculature. It is accounted as a
stable enough mutation to be given its own
classification of Carnifex Primus. An ever-widening
variety of sub-classifications of Carnifexes developed
over the first Tyrannic war and subsequent attacks by
Hive Fleet Kraken and Hive Fleet Leviathan. Over
time it has been discovered that each Hive Fleet,
perhaps even each hive ship, has its own variants on
the basic Carnifex.
As with so many of the more extreme warrior
mutations, Carnifexes lose much of the synaptic
reception of the Hive Mind native to Tyranid Warriors
and revert to a more animalistic intelligence level. It
should be noted, however, that when this is mated to
their ferocious capacity for violence, even a solitary
Carnifex should not be underestimated. Many reports
exist of lone Carnifexes that turn the tables on their
would-be hunters and terrorize outlying colonies.
All Carnifex species seem well able to adapt to
extremes of environment from arctic cold to desert
heat. Their tremendous strength allows them to
plough through swamps and jungles without
hindrance and their endurance seems, to all intents
and purposes, inexhaustible. If Carnifexes
demonstrate one vulnerability, it is possibly that their
bipedal nature and great weight give them a high

9
Gargoyle vents, exhausts and exposed gears, fouling machinery
Flying at the head of the swarm, Gargoyles are and weapons with their bodies. In this way Gargoyles
often the first sign of the onrushing wave of Tyranids, are very difficult to defend against or trap in a
as they blot out the sun and choke the sky with their bottleneck, as their ability to fly allows them to come
leathery wings and infernal screeching. Not dissimilar at their foes from all angles and exploit any opening
in appearance to a Termagant, albeit with the addition they can find. A Gargoyle which becomes trapped in
of wings, a Gargoyle is individually weak, and relies an enclosed space (as sometime happens when they
as much on its speed and ranged weapons as it does force their way through openings) is deadly indeed as
tooth and claw. However, in great numbers (as it goes into a frenzy to escape, fighting as only a
Gargoyles are almost always encountered) they can cornered beast can.
make as fearsome a foe as any Tyranid. The primary
goal of Gargoyles, in their role as part of the Tyranid
vanguard, is, it seems, to sow confusion. They
achieve this by peppering foes with their fleshborers
and then darting away before retaliatory fire can find
them, always staying out of arms reach and using
their speed to move from target to target before they
can be outmatched.
This command of the air and their agility makes
Gargoyles a particularly fearsome foe to fight,
especially as they often descend on enemies from
hundreds of metres, swooping down to strike lethal
blows. This forces foes to constantly scan the skies
and be alert for any shadow or flicking form that
could be the first sign of a descending Gargoyle
brood. Gargoyles are also a menace for aircraft and
can make air travel across a Tyranid-contested world
extremely dangerous, as they hunt ceaselessly for
prey, often supported by other, more massive Tyranid
bio-forms such as Harpies and Harridans. Fast and
manoeuvrable, it is not unheard of for Gargoyles to
ambush craft many times their own size, latching onto
the hulls in large numbers and chewing through
power cables, couplings and other vital components
to bring them down in flames.
Dangerous when beyond the range of Tyranid
synapse creatures, they become even more so when
driven forward by the implacable will of the Hive
Mind, pouring down from the sky upon their foes like
clawed rain, forcing their way through small openings
and blanketing sensors and observation towers with
their bat-like wings. Under the direction of the Hive
Mind, Gargoyles will even throw themselves into

10
Hive Tyrant

And I looked upon the great hive beast, and knew that
hope was lost.
Attributed to Hector Prime, Commander of the Tower of
Adamant, Hethgard, executed for cowardice

The Master of the battle-swarm, the Hive Tyrant


is a massively built and powerful creature which
serves in some part as a leader of the Tyranid attack
on the ground. Akin in power to a living tank, able to
rip through armour plate like wet paper and wreak
indiscriminate slaughter, they are also incredibly fast
and lithe. Some may even possess wings and extreme
biomorphic mutations, often taking the place of
unwholesome weapons which may burn or strangle
their victims at range. Each is also a powerful psychic
node for the greater Tyranid Hive Mind, not merely
providing the swarm with a strategic focus and
overriding purpose, but also harnessing the Hive
Minds raw power offensively to drive fragile human
minds insane with fear and burn out the brains of
enemy psykers who would match their paltry powers
against it.

Hormagaunt
We cannot live through this. Mankind cannot live through
this. In a single day they have covered this planet with a
flood of living blades and needle-fanged mouths. Kill one,
and ten take its place. If they are truly without number,
then our race is doomed to a violent death before every
shred of our civilization is scoured away by a force more
voracious than the fires of hell themselves. Death! By the
Machine God, Death is here!
Magos Varnak, last words

A seemingly stable bio-mutation of the Gaunt


genus of Tyranid war-beast, the Hormagaunt is a
biological machine, a living weapon designed and
bred with but a single purpose in mind: to close with a
living enemy as rapidly as possible and eviscerate it
with its long-bladed talons and do so again, and again,
and again without remorse or relent until nothing
living opposes it. Unleashed in huge, restless swarms
made up of close packed ranks of rippling claws and
hard-edged chitinous plates, Hormagaunts move
across the ground like lighting quick shoals of deadly
fish. Drawn to the scent of blood, they close in for
the kill, leaping, screaming, and scuttling. They
leave nothing alive in their wake.

11
Lictor open conflict or situations where it might be
outnumbered or outmatched and instead choosing to
It was like the shadows just came alive and took him, pick off its targets one by one. During the course of
right from under our noses. One moment he was there, the these attacks, the Lictor will be exuding a pheromone
next he was gone... and none of us saw an Emperor- trail which other Tyranid creatures can then follow to
damned thing. the location of this fresh prey.
Sergeant Morvik, 351st Castobel Rifle Brigade The Lictor also gathers information for the Hive
Mind. Part of the creatures unique genus means that it
Lictors are the lone hunters of the Tyranid swarm, is capable of literally devouring a victims memories
roving ahead of the hive fleet, seeking out prey and by eating their brain, learning more from them in a
leading the Hive Mind to concentrations of enemies. single bloody meal than hours of brutal interrogation
As tall as a Tyranid Warrior, Lictors are distinct in might yield.
appearance from other Tyranid creatures in a number Fighting Lictors is very difficult, as first a solider
of ways, such as a pair of long mantislike claws needs to find one. Even then, bringing one to battle
extending over the creatures shoulders which it can can be difficult as they strike and kill a handful of men
use for climbing and impaling its prey; long, drooping before vanishing, sometimes right before the eyes of
feeder tendrils that hang from its maw and greatly their enemies, and leave no trail to follow. Lictors are
increase its senses, and shimmering chameleonic usually only brought down by quick thinking heavy
scales which allow it to hide with ease. A natural weapons teams or powerful Imperial heroes, such as
predator, the Lictor is patient and stealthy and can well-armed Space Marines, which have the strength
move past even the most alert foes, or spend days and nerve to slay the beast before it can melt away
hiding immobile, waiting for a chance to strike once into the terrain. Another less reliable method of
its preys guard is down. This behaviour has given the destroying Lictors, and one favoured by many
Lictor an almost mythical reputation amongst its foes, Imperial Guard commanders, is the recon by fire
as a ghost-like horror which can strike at any time and method. Once even the slightest evidence of a Lictor
place, before vanishing into thin air just as easily. is detected, they will isolate the area they believe it to
A Lictors primary purpose is to lead the Tyranid be lurking in (sometime kilometres across) and carpet
swarm to fresh prey and seek out large groups of foes bomb it into ash and dust. While this only rarely
that might be hiding or fleeing before the swarm. In works (Lictors being cunning enough to either slip
this role, they move silently and almost completely away or hide where you least expect them) it does
invisibly across all kind of terrain, using their raise morale among the local soldiers, at least until the
enhanced senses to find their foes. When they locate Lictor strikes again...
prey, they will move in and begin to stalk it, avoiding

12
Ravener Perhaps the most disconcerting aspect of the
serpentine Raveners is their ability to appear in almost
The thing I learnt was to trust nothing; not the air, not any location and usually where their foes least expect
the water, not the ground beneath your feet. Make no them. By burrowing through even some of the hardest
assumptions, and you might live to tell someone else. substances, they can worm their way into heavily
Advice to fresh troops on fighting the Tyranids, given by fortified structures, squeezing through opening much
Sergeant Gorth of the Volg 3rd Mercy Bringers smaller than themselves and slinking off to hide in
dark places to await the time to strike. This known
Raveners are horrific predators that burrow tactic of the Ravener often prompts Imperial
through the earth with frightening speed and commanders to send their men on patrol looking for
precision. They are twisted, serpentine creatures Ravener nid holes which might be hidden in
whose armoured bodies are several times the size of a subterranean tunnels or deep cellars. Needless to say,
grown mans, and yet they move with a lightninglike should an Imperial Guard patrol find such a nid
speed that can see their victims slashed apart into hole, more often than not it is their dying screams
bloody chunks, having never seen their assailant. which alert their comrades.
Vulnerable only to massed firepower and heavy
weapons, the Raveners prey stands little chance if
caught alone or off guard, as they often exploit their
ability to burrow through almost any substance to
surprise their victims, sensing their way by vibrations
as faint as a beating heart, through many metres of
intervening material. Often Raveners strike deep
behind a battle line or in strongholds thought
impregnable to outside assault, and worse yet for
those that must face them; Raveners rarely hunt
alone, but are instead often encountered in broods of
half a dozen or more creatures. In several recorded
cases, when such a brood breaks in to a shelter or
underground bunker, they have inflicted utter carnage
in minutes, ending the lives of hundreds in a few
scant moments of screaming, blood-soaked fury.
While Raveners do appear similar in size and
basic design to Tyranid Warriors, with the major
exception being their serpentine tail rather than legs,
they are in fact very different beasts and bred for a
very different purpose. Possessed of little more than
animal intelligence, unless directed by the Hive Mind
they will willfully chase fleeing prey or become
distracted by fast moving targets disregarding all
other concerns. The role of a hunting beast however is
one they excel at, and they possess extraordinary
senses for tracking foes, able to feel the slightest
tremor made by passing footfalls even kilometres
away and see into dozens of light spectrums, even
following the pulsing waves of a vox transmission to
its source. This makes it very hard to hide from a
Ravener, and it is especially dangerous if
being directed by the Hive Mind and its senses
used to guide the bulk of the swarm toward
the location of its prey.

13
Ripper Swarm Rippers are energetic and fearless organisms, quite
capable of pulling down creatures many times their
One of the most terrifying aspects of a Tyranid own size, from a rampaging Grox to an armed man.
hive fleet is the speed and scale of its operations in Huge swarms of Rippers are often seen on the
stripping a planet. Even while the Tyranids are battlefield, advancing behind Tyranid assault forces.
overrunning a worlds defences, they are in the These gorge themselves on the fallen, tearing apart the
process of rapidly assimilating the genetic imprint wounded and cannibalising the dead. It might appear
and biomass of every living thing on the planet. that an armoured Space Marine would be safe from
Eventually, once all resistance has been eliminated the attacks of individual Rippers, but en masse they
and everything consumed, the world will be stripped can immobilise and drag down even the strongest
down to its bedrock, as all of its moisture, atmosphere Battle-Brother.
and nutrients are absorbed by the hive ships. By the In certain instances, hive ships have been driven
time the hive fleet moves on, nothing but a lifeless away from a world, leaving Tyranid ground forces
ball of rock will be left in their wake. isolated. Rippers appear to respond to such
In the initial phases, billions of voracious Tyranid circumstances by burrowing below ground and
organisms are released all over the planet. Vast waves metamorphosing into higher life forms. This has led
of these creatures move across the surface of the many among the Magos Biologis to believe that
world, constantly multiplying and consuming Rippers are an immature form of the prime Tyrancii
everything in their path. The empty deserts left behind genus. This would mean they are theoretically capable
are devoid of even the bones of their former of gestating into any kind of Tyranid creature with the
inhabitants, thanks to the relentless efforts of the right impetus from the Hive Mind, from Hive Tyrants
ravenous hordes. to Hormagaunts. The wonder that Tyranids routinely
Eventually these organisms will be reabsorbed by produce and sacrifice their young so prodigiously
the Hive Mind and in some cases evolved to perform serves only to reinforce how inhuman they truly are.
higher functions depending on the genetic material
they have absorbed. The majority become biomass to
be rendered down to their base cells and reshaped by
the Norn Queens to fulfill the hive fleets needs.
Tyranid-held worlds have been reported to feature
digestion pools at the base of impossibly tall
capillary towers that project beyond the atmosphere.
Endless streams of Tyranid creatures have been seen
sacrificing themselves in the searing acids of the
pools so that their biomass can be sucked up in to the
hive ships orbiting high above.
These small harvesting organisms are extremely
varied but the most numerous are those known to
Adepts as the Tyranicus Omniphagea, more
commonly known to Imperial forces as Rippers.
Rippers have serpentine bodies, around half a metre
long, that terminate in a broad head above a set of
vestigial gripping claws. The head is split by a wide
maw filled with rows of exceedingly sharp ripping
hooks and razor-edged boney ridges. The Rippers
powerful jaws can bite through flesh and bone with
alarming ease, and they have been known to gnaw
their way through plasteel to reach food.

14
Termagant Trygon

As I looked into its dead black eyes, I saw the Hey! Did you feel the ground shake just now?
terrible sentience it had in place of a soul. And Guardsman Prall at the Battle of Table Mountain
looking back from the deepest recesses of the aliens
mind, I perceived what I can describe only as an The largest Tyranid creatures can become hard to
immortal hunger. accurately categorise as they increasingly appear as
Ultramarines Chief Librarian Tigurius strange aggregations of symbiotes and parasites on a
colossal scale. This is not the case with the Tyranid
The Termagant is one of the basic warrior units of Trygon however, a distinct genus of vast serpentine
the Tyranid Swarm, and one of the most commonly creatures that tower above even the mighty Carnifex.
encountered creatures on the battlefield. They are Adepts have postulated a link between the Trygon and
bred and unleashed in their thousands by the hive the smaller but equally ophidian Ravener, but it
fleets in great waves to blunt the fire of their enemies remains unclear whether Trygons are massively
and overwhelm them in an unstoppable tide of flesh mutated Raveners or Raveners are underdeveloped,
and fang. Man-sized, but low and hunched in perhaps even immature, Trygons. Certainly adult
appearance, they are agile, fast, and extremely deadly. Trygons can reach truly monstrous proportions, with
Termagants are usually armed with a variety of examples of up to thirty metres in length on record,
symbiotic weapon-creatures of various forms, as well although twelve to fifteen metres is more common.
as needle-teeth and ripping claws with which to rend Trygons are extremely heavily armoured by a coat
and devour their prey. of overlapping scales that covers them from jaws to
tail. In addition to offering excellent protection, these
specialised scales form an essential part of the
Trygons natural weaponry. The thick armour plates
include high concentrations of silicates and as the
Trygon moves they become agitated, generating a
powerful biostatic charge that is captured by
subdermal platelet stacks. The Trygon directs this
energy by exhaling an ionised spray from its gills, to
prompt a deadly, high-voltage discharge.
Trygons have two sets of diamond-hard scything
talons folded beneath their hood-like carapace that
they use with lethal effect in close combat. Driven by
a Trygons size and strength, these wicked blades can
easily impale an armoured vehicle or cut an armoured
man in two. However, the primary purpose of the
Trygons claws is to allow it to burrow though
practically any material at a terrifying rate. These
creatures have shown themselves capable of detecting
an enemy from below and seem to have a singular
fondness for bursting out of the ground beneath them
with shocking suddenness. Tanks and troops surprised
in this way seldom have a chance to reply to the
barrage of sweeping claw strikes and biostatic
lightning unleashed upon them.

15
Seismic detectors have been used with some Unfortunately, a mutation now dubbed the Trygon
success to provide early warning of a Trygons Prime has been confirmed, that appears to have the
approach. Unfortunately, on many worlds, natural relevant synapse development to make it a conduit for
seismic activity can mask a Trygons motion and in the influence of the Hive Mind. A Trygon Prime can
some instances Tyranid swarm activity seems to have be easily spotted by their elongated jaws and the
been deliberately coordinated to cover the approach containment spines running the length of their bodies.
of burrowing Trygons. Trygons have forced tunnels These are extended platelet stacks that enable the
through just about every material known to man, Trygon Prime to store up even greater charges of bio-
although they are considerably slowed by electricity. A Trygon Prime is swathed in sheets of
adamantium plating. lightning whenever it moves, and when it opens its
It appears that Trygons use their bio-static charge jaws, searing arcs of energy leap forth that leave only
to assist with tunnelling, as their tunnels have been charred corpses in their wake. The strong synaptic link
found coated with a fused, glass-like silicate layer on a Trygon Prime shares with the Hive Mind allows it to
the inside. This effect stabilises the tunnel walls and dominate lesser Tyranid creatures, including other
prevents them from collapsing behind a burrowing Trygons, and it will rarely be found without an
Trygon. Other Tyranid organisms will take advantage attendant horde of Termagants and Hormagaunts.
of these tunnels to move around unseen and follow up
on Trygon attacks. The emergence of a burrowing
Trygon is often just the harbinger of a tidal wave of
nightmarish horrors.
Commanders have found static defences become
virtually useless once Trygons are operating in the
area, unless tunnel torpedoes or mole mortars can be
brought to bear to keep them at bay. Over an extended
period, Tyrgons are capable of excavating a network
of underground tunnels covering a huge area, which
makes it difficult to wipe out Tyranid forces even
with saturation bombardment. Clearing out Trygon
sub-surface tunnel networks is dangerous work even
for a Deathwatch Killteam and is a duty given only to
the most experienced and well-equipped Battle-
Brothers.
Trygons have also been known to dig deadfall
traps by leaving a thin crust over a deep conical hole.
Sufficient weight in troops and armour will collapse
the roof of the sinkhole and deposit the victims into
the Trygons waiting claws. A Trygons greatest
weakness is probably that it can be baited or
misdirected while burrowing by the first tasty morsel
to cross its path. Under the direction of the Hive
Mind, a Trygon becomes even more dangerous, as it
will tunnel deep into the heart of the defences before
bursting forth.

16
Tyranid Warrior Tyranid Warrior Prime

Every one of the myriad of Tyranid warrior- Dont be fooled by its appearance, this is no simple
creatures is a killing machine, perfectly adapted to soldier of the Hive Mind. Note the way it moves, the
slaughter its victims. They are the ultimate predators, colours on its chitin and the subtle deference those
and we are their prey. around it exhibit, like an alpha male leading a pack of
from the reflections of an unknown Adept wolves.
Scout Sergeant Veraz, Storm Wardens
The Tyranid Warrior is death incarnate; a
biological engine designed for murder, in every aspect The leadership cast of the Tyranids is often
of strength, size, and resilience it is literally difficult for Imperial commanders to identify, and
superhuman. They are also incredible fighters, each there is often the mistaken assumption that larger
more than equal to a Space Marine in combat power, Tyranid creatures are more important; a mistake that
be it with their great scythe-like talons of augmented has cost more than one officer his rank and countless
bone (sharp enough to bisect an armoured Man in a men their lives. This is especially true of Tyranid
single stroke) or the nightmarish living weapons they Warrior Primes, an evolution of the Tyranid Warrior
carry that spit flesh-boring parasites for ammunition genus with elevated intelligence and a stronger link to
and consign their victims to a death too vile to the Hive Mind. It has in fact only been in recent times
contemplate. Tyranid Warriors also act as vital that the Primes have been identified and reported
psychic resonators for the Tyranid swarm, receiving, among the ranks of the hive fleets, though as many
amplifying, and transmitting the Hive Minds scholars and magos are quick to point out, this is less
controlling will and purpose to the lesser creatures likely to be because they are a recent evolution and
around them. more likely because they blend in with the rest of a
Tyranid Warrior brood. Primes are also being
encountered in greater and greater numbers within
Hive Fleet Dagon, perhaps as a direct response to the
constantly evolving tactics of Imperial forces and the
hive fleets need to deal with the elevated Deathwatch
presence in the Orpheus Salient after several costly
encounters.
In function, Tyranid Warrior Primes take on the
role of commanders and captains within the swarm.
Much in the same way as a Hive Tyrant might lead a
host of Tyranids, a Prime will oversee a smaller
section of the battlefield or direct a smaller strike
force of warriors. When close to a more powerful
synapse creature they will defer their control, acting as
lieutenants and sergeants, often personally leading
broods. However, should they find themselves alone,
they can easily bind together those Tyranid creatures
nearby into an effective fighting force and carry on
with little trouble. In this way, a Tyranid Warrior
Prime is just as capable of directing a swarm as a Hive
Tyrant and many an Imperial officer has suffered as a
result of underestimating their ability to project the
Hive Mind and lead lesser Tyranid creatures.

17
Tyranid Warriors Primes have also earned a Tyrant Guard
fearsome reputation as resourceful and cunning
tacticians, directing nearby Tyranid creatures through Emperors blood...its still alive! Hit it with another
the Hive Mind to take advantage of terrain, enemy round from the battle cannon before... its coming
movements and other prevailing battlefield right for us! Hit it again! HIT IT AGAIN!
conditions. It is often the failing of the Imperium (and Last words of Captain Fulher, 12th Ascandian
even some xenos races such as the Tau and the Eldar) Armoured
that the Tyranids are seen as mindless animals, driven
forward by the will of the Hive Mind with no thought Tyrant Guard exist for a single purpose and a
to tactics or strategy. The truth is of course that single purpose alone, the defence of the Hive Tyrant
creatures like the Tyranid Warrior Prime and the Hive they are charged with protecting. In this capacity they
Tyrant are just as capable as any other commander, excel like no other kind of bodyguard in the galaxy.
perhaps more so as they have unshakable faith in their Their armoured hides and thick muscles are almost
troops and are fearless in battle, making them almost impervious to small arms and highly resistant to even
the perfect battlefield leaders. the heaviest weapons which means they can soak up
an appalling amount of damage before they are
destroyed. Though similar in size to a Tyranid Warrior,
a Tyrant Guard has more of the appearance of a hound
or boar, loping alongside the Hive Tyrant on four
limbs, their massively armoured heads close to the
ground and alert for danger to their master. When they
detect a threat to the Hive Tyrant, they immediately
move to block lines of sight and throw themselves in
front of bolts, blasts and missiles. When in close
combat, they swarm around their Hive Tyrant, keeping
the bulk of its foes away so it may deal with them
more easily.
Never encountered without the presence of a Hive
Tyrant, and never straying far from its side in battle,
Tyrant Guard are nevertheless vicious opponents in
their own right, tearing at their foes with large, bladed
talons and gnashing teeth, with an animalistic fury
notable even in the midst of a Tyranid swarm. They do
however always remain close to their Hive Tyrant, like
loyal dogs running at their masters feet and unlike
more independent Tyranid creatures, they cannot be
tempted or lured into pursuit, remaining steadfastly in
the Hive Tyrants shadow regardless of the presence of
nearby foes. Some scholars speculate that the Tyrant
Guard, not encountered in the early stages of the hive
fleets, were an evolution to combat the tactics of
Imperial forces which quickly found that destroying
Hive Tyrants with heavy weapons fire was a good way

18
to break up a swarm. Like so many Tyranid creatures, safety, only the continued survival of its master. To
however, this is merely speculation, as Tyrant Guard this end, Tyrant Guard are blind, their heads encased
have only been observed on the battlefield, and most entirely in rock-hard chitin, save for a razor-lined maw
specimens recovered are extensively damaged by the with which to bite and savage their prey. This is
efforts of destroying them. doubtless a further protection against damage, as the
What has been established by Imperial scholars presence of eyes would only create a weak spot which
and tacticians is that the Tyrant Guard are among the their foes could exploit. Despite this seeming
dimmest of the Tyranid creatures, on a par with many disability, Tyrant Guard seem to have little trouble
of the smaller gaunt genus creatures in their intellect. detecting enemies, and appear to have a kind of sense
This seems to be a deliberate evolution of the Hive link with their Hive Tyrant, seeing what it sees and
Mind in creating a lumbering, heavily defended and reacting to danger instinctively as it becomes aware of
utterly loyal bodyguard with no sense of personal its foes.

19
Venomthrope A Venomthropes feeding instincts means that it
can operate quite effectively even while beyond the
More than a minute in that cloud and youll be range of the Hive Mind, drifting into formations of
bleeding out of your eyes, ears and mouth, praying troops and spreading its deadly toxins or lashing out at
for the pain to stop. exposed warriors. In battle, Venomthropes are
Captain Ascote, pointing out a Venomthrope to his therefore often found on the flanks of the swarm, or
men at the Battle of Twelve Bridges exploiting gaps to get at rear-echelon troops where
their toxic presence can cause as much havoc as
Many Tyranid creatures carry toxins on their possible and they can force troops to abandon
claws and fangs, but none more so that the defensive positions lest they become caught up in its
Venomthrope; a veritable factory of poisons, its slowly spreading mist of death. As a general rule, the
tendrils drip with vile substances and it is constantly only sure way to deal with such an attack is a quick
surrounded by a cloud of lethal vapours. Held aloft by response from heavy weapons and a sustained blast of
numerous gas-filled bladders (also the source of the fire to tear the creature apart before it can get to close,
toxic cloud that fills the air around it) it moves along even then it still leaves a toxic corpse which can be
by using its tentacle-like hooked tendrils to drag itself almost as deadly as the creature was in life.
across any surface. These same tendrils are also used
to snare enemies and drag them into its poison cloud,
where it holds them fast until their feeble struggles
cease and it can devour them at its leisure. Not as
powerful a combatant as a Tyranid Warrior or
Ravener, the Venomthrope relies mostly on its
poisons to do its work, expecting only mild resistant
from its prey once it gets close enough to envelope
them with its cloud or touch them with its deadly
tendrils.
Venomthropes are not just toxic to non-Tyranid
life forms, but also to any environment they enter.
Over time their miasma of toxic spores infects the
very ground and air of a world, rendering it hostile to
even its own indigenous species. The Hive Mind uses
this aspect of the Venomthrope by gathering them
together in large numbers and unleashing them on a
region to gradually poison it, making it harder for
non-Tyranid life forms to continue the fight.
Venomthropes can be especially deadly in enclosed
areas or underground, where their toxins can fill
ventilation systems and foul airscrubbers, making the
corridors and chambers of a fortress or void ship
deadly to its garrison or crew. In efforts to combat
these tactics, the Adeptus Mechanicus has tried
repeatedly to study the Venonthrope and develop
either more sure methods of protecting troops against
its venoms or to discover an antidote to them. So far
no successes have had any large or lasting effects on
the Imperiums efforts against the Tyranid swarms,
and as soon as a new method or antidote is
found to counter the Venomthrope, it seems
the creature quickly adapts and overcomes it.

20
Zoanthrope In addition to their ability to hurl terrible bolts of
warp energy at their foes, Zoanthropes are also very
Cant you feel it? Its like a claw crushing my mind difficult to destroy, especially considering how weak
in its grasp, squeezing my brain between its talons. I and feeble their bodies appear. This resilience stems
can feel it scratching behind my eyes, tearing at my from their ability to create a powerful warp bubble
sanity... Emperor save us! around themselves, shielding them from all kind of
Sanctioned Psyker Euos Dax, Castobel Regional weapons and even turning aside blows in close
Command combat. Like their ability to drift above the ground,
the shield seems a constant part of the Zoanthrope and
Zoanthropes are amongst the strangest and most is always present as long as the creature lives. It has
bizarre of all Tyranid creatures. Their feeble atrophied been noted that the shield seems to strengthen or
bodies hang limp and seemingly lifeless beneath their coalesce around particularly powerful attacks, flashing
massive craniums, far too large for their weak limbs bright for an instant to turn aside the blow before
to support. Only their immense psychic power allows fading back to a uniform shimmer.
them to move at all, drifting across the battlefield on a
cushion of psychic energy. This vast store of energy
and their ability to focus it is also what makes them
such terrible foes, for a Zoanthrope is capable of
conjuring up earth-shattering bolts of warp energy
with the strength to smash apart even the most
heavily armoured troops or vehicles. In this role, the
swarm uses Zoanthropes as psychic cannons, blasting
apart strong points and tanks with equal ease or
raining warp fire down upon the heads of massed
foes, slaying dozens of warriors in a single, blinding
flash of power.
There is an unknown and alien intelligence which
lurks within the chitin cranium of the Zoanthrope, its
actions seemingly governed by both the Hive Mind
and some inner psychic instincts to seek out particular
enemies and use its powers in certain ways. Despite
their power, however, Zoanthropes sometimes seem
to be victims of their own massive energy reserves
and there have been numerous afteraction reports of
Zoanthropes burning out in battle. After hurling
numerous bolts or sustaining their shield for an
extended period, their craniums have been observed
to burst and bleed out, sending them crashing limply
to the ground. Psykers who have witnessed these
events liken it to the perils of the warp which normal
psykers can suffer when psychic energy overloads
their minds.

21
Chapter 2: Ymgarl Genestealer Characters
Source Disclaimer: This section makes reference to fan and 2. The player then generates the characteristics
official lore. Make sure to discuss with your GM the particulars that define their Explorer's personal attributes utilizing
of the Ymgarl in your game and what lore will be used.
the base statistic values presented here and one of the
methods detailed in the Rogue Trader Core Rulebook.
Ygmarl Genestealers are incredibly difficult
difficult characters to play, and as such are 3. Finally, the player gains the starting skills,
recommended only for advanced players. talents, traits, and gear listed and spends the 500
The mentality of the Ygmarl Genestealer varys for starting XP that all characters get, a process which is
each individual. Their isolation from the hive mind described on page 30 of the Rogue Trader Core
has permitted something almost completley unseen: Rulebook.
independent identity in Tyranids. Some are motivated
by the desire to restore their damaged genetics and
become more robust examples of Tyranid life. Some
have begun to embrace the lifestyle of the explorer
that the Koronus Expanse offers, and many have
signed on with Rogue Traders, though not all have
revealed themselves to their employers. Still more
have become raiders, taking what they need. A select
few have decided to embark upon a quest to restore
their ability to form a Brood Mind, and attempt to re-
connect with their original Hive Mind, whichever one
it might be.
It is important to decide what motivates the
Ymgarl Explorer, and whether it will mesh well with
the group. Always consider the rest of the party, and
ensure that the Ymgarl will fit in at least decently
well with the concept decided upon.
Which Hive Fleet they are originally from could
also be a driving force of their story. One advantage
to the Ymgarl subset of Genestealers is that they are
not limited purely to the planet Ymgarl. Their genetic
mutation is a more common one than the Imperium is
aware, and can be explained as coming from any Hive
Fleet. As such any existing Hive Fleet, or any that the
GM may have placed in or around the Koronus
Expanse could have been their progenitors.

Creating Ymgarl Genestealer Explorers


The rules included in this supplement allow the
players to create their own Ymgarl Explorers and
replace the usual rules for character creation in the
Rogue Trader Core Rulebook. A player can create a
Ymgarl Genestealer Explorer using the following
instructions.

1. When building a Ymgarl Explorer, a player first


selects a Genetic Legacy. These Legacies
represent remnants of genetic abilities that
provide some benefits to the Explorer.

22
Genetic Legacy
Ymgarl Genestealers have unfortunately suffered Frontline Warrior
a large amount of genetic degredation, the primary This Genestealer lead the charge against the
reason why they are no longer wanted by their targets of the swarm before degredation. This Tyranid
original Hive Fleets. The remnants of undamaged gains +5 Strength.
DNA are still present within their systems, and the
Ymgarl are still able to utilize some of them. Begin Nimble Infiltrator
the character creation process by selecting one of the Specializing in infiltration and stealth, this Tyranid
following Genetic Legacies to represent the remnants background provides +5 Agility.
of Tyrannic Genomes in their systems. In addition to
the bonus to on attribute, the Ymgarl also gains one Refined Neuroreceptors
skill based on that attribute as Trained at rank 1. This The sensory receptors on this Tyranid are
skill increases to Trained +10 at rank 3, Trained +20 incredibly sensitive, and able to process more
at rank 5, and the Talented (Skill Chosen) Talent at information. The Tyranid gains +5 Perception.
rank 7.
Resilient Bioform
Adaptable Infiltration Designed to withstand an incredible amount of
This Tyranid has learned the art of infiltration via damage, this Tyranid gains +5 Toughness.
disguise and subterfuge. This legacy grants the
Tyranid +5 to Fellowship. Slayer of Foes
No stranger to the art of death, this Genestealer
Calculating Mind has left a large body count in it's wake. The
Gifted with a more analytical mind than most of genestealer gains +5 Weapon Skill or Ballistic Skill.
the swarm, this Tyrannic legacy grants a +5 bonus to
Intelligence. Xenoform Neurobiology
Gifted with an incredible mental resilience, even
more potent that most of the swarm, the Tyranid gains
+5 Willpower.

23
Ymgarl Genestealer Career Path
Ymgarl Genestealer Characteristics
As with human characters, Ymgarl Genestealers
also have characteristics that their players generate at
character creation. Unlike human Explorers, Ymgarl
Genestealers have different base values for their
Characteristics, see below.

Starting Wounds: Boasting an incredibly resilient


Tyranid body, Ymgarl Genestealers roll 1d5+3 and
add twice their starting Toughness Bonus to
determine their starting number of wounds.
Starting Fate Points: Not blessed by a strong
connection to the warp, Ymgarl Genestealers begin
play with 1 fate point.

Ymgarl Genestealers begin play with the following


Skills, Talents, Traits, and Gear. Insanity: Tyranid Explorers suffer Insanity as normal,
Starting Skills: Awareness, Common Lore but do not suffer the effects as Humans do. At each
(Tyranids), Concealment, Deceive, Disguise, Literacy, milestone, apply a -10 (cumulative) penalty to all rolls
Navigate (Surface), Silent Move, Speak Language pertaining to the Hunger talent. At 100, the character
(Low Gothic), Speak Language (Tyranid) enters a feral feeding state focused purely on
Starting Talents: Ambidextrous, Biological consuming blood and is removed from play.
Camouflage, Leap Up, Lightning Reflexes, Sprint, Corruption: Tyranid explorers do not suffer
Feeding Tendrils, Hunger, Hibernation, Shapeshifting corruption points due to Tyrannic origins and their
Starting Traits: Multiple Arms (Toughness Bonus is body having an incredibly flexible biological makeup.
factored into base stats), Non Imperial, Speak Not
Unto the Alien, Reinforced Chitin 2, Dark Sight, An Alien Body:
Ymgarl Tyranid All Medicae tests made by Non-Tyranids on
Starting Gear: Scything Talons, Spike Rifle, Guard Tyranids suffer a -20 penalty due to the odd nature of
Flak Armour, Vox-Caster, Chrono, Voidfarer's their biological makeup. Additionally, anyone
Clothes, Xeno-Crafted Void Suit operating on a Shapeshifted Tyranid may, with a
sufficient number of degrees of success, identify the
A Strange Yet Vulnerable Mind Tyranid for what they truly are. See the
Ymgarl Genestealers, whilst immune to many Shapeshifting Talent in chapter 2 for more details.
effects that might damage their minds due to
the absence of the Tyranid Hive Mind, still
remain vulnerable to that which might
drive it to a maddened feeding state.

24
25
26
27
28
New Skills

Speak Language might be problematic. Those trained in this skill can


(Advanced) understand, if not speak with great proficiency, the
Intelligence Tyranid language.
Skill Groups: Tyranid
Speak Language is used to communicate with Common Lore
others using the same language. The Imperium has (Advanced, Investigation)
nearly as many languages as it has star systems, but Intelligence
for all this variety, most people can speak or Skill Group: Tyranids
understand a variation of Low Gothic. In most The Common Lore Skill allows the Explorer to
situations, Skill Tests are unnecessary so long as those recall general information, procedures, divisions,
involved all speak a common tongue. However, traditions, famed individuals, and superstitions of a
communication with those using obscure dialects or particular world, group, organization, or race. The
cryptic, complex concepts will require a Test at an following additional Skill Group has been added to
appropriate Difficulty. those available. The manner in which this skill
New Skill: Speak Language (Tyranid) functions remains unchanged.
While the majority of the Tyranid race utilizes the New Skill: Common Lore (Tyranid)
Hive Mind to communicate, there is a spoken version Knowledge of the various strains of the Tyranid
of the Race's language. A rough mixture of clicks, genome, and their strengths and weaknesses. Also
growls, and snarls, it can be mimicked by those who comes with an understanding of Tyranid Hive Fleets
are not Tyranids, but finding one willing to teach it and Tyranid nature and history.

29
New Talents
Source Disclaimer: The talents here that pertain to Ymgarl are Brood Psyker
fan created. Other talents are taken from the Deathwatch RPG, Requirements: Brood Telepathy, Hunger (Tempered),
in particular the Core Rulebook, and Mark of the Xenos.
Shapeshifting Mastery, Ymgarl Tyranid
Touched by the power of the immaterium, this
Aerial Biomorph talent grants the Psyker trait, and allows the Ymgarl to
Requirements: Hunger (Tempered), Shapeshifting manifest powers as though they were a Sanctioned
Mastery, Size (Hulking) Maximum, Ymgarl Tyranid, Psyker (See page 157 of the Rogue Trader Core
Unnatural Agility (x2), Unnatural Speed (x2) Rulebook, and grants the Psy Rating (1) Talent.
The Ymgarl has manufactued a set of wings that
grants the Flyer (20) Trait. Should the Ymgarl ever Chameleonic Scales:
become larger that Size (Hulking), the wings are no Requirements: Hunger (Tempered), Shapeshifting
longer able to confer the benefits of this trait. Mastery, Ymgarl Tyranid
Shapeshifting to a smaller size allows the wings to Similar to the fearsome Lictor, this talent allows
become utilized again. the Ymgarl the ability to render themselves almost
invsible to the naked eye and most other means of
Alpha Genestealer visual detection, such as infrared or ultraviolet scopes.
Requirements: Brood Telepathy, Hunger (Tempered), Whenever they use Concealment, all tests to detect
Shapeshifting Mastery, Ymgarl Tyranid them suffer a -30 penalty. In addition, they may make
The Ymgarl now has a constant telepathic link Concealment tests as a half action rather than a Full
with any other Ymgarl which can function clearly and Action, and may do so when being observed or when
without restriction (such as from intervening objects there is no nearby cover.
or other forms of shielding) up to one kilometre. This
allows them to communicate with one another and Extraordinary Senses:
pass information to nearby Ymgarl quickly and Requirements: Heightened Senses (All), Shapeshifting
quietly. A Ymgarl Explorer at the heart of this Mastery, Ymgarl Tyranid
telepathic link (declared the focal point of the link) The Ymgarl has developed incredible senses that
can track its foes with the senses of many and allow it to see in many spectrums of light and also
employs its greater intellect to coordinate and sense changed in the air around them or slight tremors
command the other Ymgarl. As long as the Explorer in the ground. They may make Awareness tests to
is conscious and within range, the entire group gains a detect enemies even if they would not normally be
+20 bonus on all Awareness and Tracking Tests. able to do so due to intevening terrain or other
conditions. Additionally, their senses are so good that
Biological Camouflage they never suffer more than a -30 modifer to
Requirements: Ymgarl Tyranid perception tests regardless of modifiers.
Ymgarl Genestealers may utilize their Willpower
when making Disguise checks utilizing their Feeding Tendrils
shapeshifting. Applying normal cosmetic disguises Requirements: Ymgarl Tyranid
still utilizes the default Characteristic. All Ymgarl Tyranids have a series of feeding
tentacles instead of a maw. These allow it to initiate a
Brood Telepathy Grapple (as detailed in the Rogue Trader Core
Requirements: Hunger (Tempered), Shapeshifting Rulebook) with a target up to 1m away. With every
Mastery, Ymgarl Tyranid successful Opposed Strength Test the Ymgarl makes
This genestealer has managed to restore some of as part of the Grapple Action, the target is pulled 1m
the abilities that the Hive Mind once provided. If it closer. These also allow the Ymgarl to suck their
makes a successful willpower test it establishes a prey dry of blood, their only source of
telepathic link with each other Genestealer within a nourishment.
1km radius, functioning without restrictions (such as
intervening objects or other forms of
shielding)

30
Flesh Hooks Hardened Carapace 8
Requirements: Hunger (Tempered), Shapeshifting Requirements: Hardened Carapace 6
Mastery, Ymgarl Tyranid An incredibly robust set of Chitinous plates
This supplies the Ymgarl with dozens of tiny protects the Tyranid from harm, granting an additional
hooks, which they can fire from their chests to snare 2 armor points for a total of 8. The same restrictions
their prey and draw victims towards them. These mentioned in the Reinforced Chitin 2 and
allow it to initiate a Grapple (as detailed in the Rogue Shapeshifting Talent still apply.
Trader Core Rulebook) with a target up to 10m away.
With every successful Opposed Strength Test the Hibernation
Ymgarl makes as part of the Grapple Action, the Requirements: Ymgarl Tyranid
target is pulled 1m closer, plus a futher 1m for each Ymgarl Genestealers may enter a Hibernative
degree of success. state. This requires the Ymgarl to focus for 1d5
rounds, or automatically activates if the Ymgarl is
Genestealers Kiss: knocked unconcious by Critical Damage. While in a
Requirements: Brood Telepathy, Hunger (Tempered), Hibernative State, the Ymgarl's wounds will not
Shapeshifting Mastery, Ymgarl Tyranid deteriorate or heal. A successful Very Hard (-30)
The Genestealer has managed to reform an Awareness Test will allows the Ymgarl to locate prey
ovipositor within its maw that implants the aliens passing within their normal perception range, and
genetic code into its victims. This seeds the hosts feeding up the target will remove all critical damage
body with a parasite that will grow into a monstrous from the Ymgarl, and allow them to then heal
hybrid creature. Over a number of generations, these normally.
hybrids will give birth to more hybrids until
eventually a new Genestealer is born. A host can Hunger
resist such an implantation, but only if they pass a Requirements: Shapeshifting, Ymgarl Tyranid
Challenging (+0) Toughness Test as soon as it The use of the Ymgarl's shapeshifting ability
occurs. Once infected, the host becomes beholden to requires an incredible amount of chemical fuel. This
the Genestealer that infected it (and through their results in the Ymgarl's metabolism being incredibly
Brood Telepathy, that Genestealers entire brood), and high, even by Tyranid standards. Whenever the
it protects and nurtures the progeny it carries as if it Ymgarl Shapeshifting Talent is utilized, the Ymgarl
were its own child. must make a Challenging (+0) Toughness Test. On a
failure, the Ymgarl has overextended it's body's
Genetic Flexibility natural energy reserves, and must then make a Hard
Requirements: Character Creation Only, Ymgarl (-20) Willpower Test to avoid feeding on the nearest
Tyranid available source of food. (This may include other
The Ymgarl has an incredibly diverse set of Explorer Characters). Even if the Ymgarl succeeds on
Genetics due to encountered biomass during their this Willpower test, they must feed on a sufficient
travels throughout the Koronus Expanse. A Ymgarl quantity of food within the next hour or suffer 2d5
who selects this talent selects any one Characteristic. Toughness damage that cannot be healed until the
Advances for this Characteristic on the Characteristic Ymgarl has fed, and afterwards heals normally.
Advance Table become Simple: 100, Intermediate: Feeding requires an amount of blood roughly equal to
250, Trained: 500, Expert: 750. If using Ascendant 1 human sized creature (approximately 5 liters). This
Tyranid rules (See Chapter 7), the additional advances blood may come from any source due to the Ymgarl's
may be purchased for 1000, 1500. incredibly adaptive digestive system, and need not be
fresh, though dried blood provides no nutrients.
Hardened Carapace 6 When not shapeshifting, the Ymgarl must feed once
Requirements: Reinforced Chitin 4 per number of days equal to Toughness Bonus.
A more heavily ossified set of Chitinous plates Returning to their original form is a cessation of
protects the Tyranid, granting an additional 2 the Shapeshifting ability, and as such requires
armor points for a total of 6. The same no tests.
restrictions mentioned in the Reinforced
Chitin 2 and Shapeshifting Talents still apply.

31
Perfected Disguise
Hunger (Sated) Requirements: Hunger (Tempered), Shapeshifting
Requirements: Hunger, Shapeshifting, Ymgarl Mastery, Ymgarl Tyranid
Tyranid The Ymgarl has perfect a single alter ego, which
The Ymgarl has become accustomed to the they can now shift back and forth between as a Full
insatiable hunger that wracks their bodies when Action without needing to make the tests normally
shapeshifting. This talent reduces Toughness Test required by Ymgarl Hunger. Once taken, the preferred
presented in Ymgarl Hunger to an Ordinary (+10), disguise may only be changed after a successful
and reduced the Willpower Test presented there to a Extended Disguise Test with appropriate modifiers as
Difficult (-10). This talent also grants the Ymgarl the decided by the GM. Until the Ymgarl has finished
ability to last much longer without feeding upon a constructing this new disguise by achieving the
failure through sheer willpower, extending the required number of successes, the Ymgarl may not use
feeding hour requirement to 1d5 hours. This talent this talent. By taking this talent twice, up to two
also cuts the needed nourishment down to one half a alternate forms can be mastered. This alternate form
human sized creature (approximately 2.5 liters) due to may be a different Tyrannic version with different
a more efficient metabolism. The toughness damage weapons and traits.
on not feeding is reduced to 1d5, and without
shapeshifting the Ymgarl is now able to feed once per Reinforced Chitin 2
number of days equal to twice their Toughness Bonus. Requirements: Ymgarl Tyranid
A series of Chitinous plates cover the Tyranid's
Hunger (Tempered) body, grating 2 armor to all locations. When
Requirements: Hunger, Hunger (Sated), shapeshifting into a non-tyrannic form, the Tyranid
Shapeshifting, Ymgarl Tyranid does not gain the benefit of this armor, but can utilize
The Ymgarl has mastered the hunger that arises armor of the impersonated species. For more, see the
whenever they utilize their Ymgarl Shapeshifting Shapeshifting Talent.
ability. This talent reduces the toughness test
presented in Ymgarl Hunger to a Routine (+20) test, Reinforced Chitin 4
and reduces the Willpower test presented there to a Requirements: Reinforced Chitin 2, Ymgarl Tyranid
Challenging (+0). This talent also grants the Ymgarl A more heavily refined set of chitinous plates, this
the ability to last much longer without feeding upon talent increases the amount of armor given to all
shapeshifting, extending the time to 2d5 hours. This locations by two, for a total of four. The same
also cuts the needed nourishment down to only a restrictions apply.
fraction of a human sized creature (approximately 1
liter) due to an incredibly efficient metabolism. Shapeshifting
Toughness damage is now reduced by the Ymgarl's Requirements: Ymgarl Tyranid
Toughness Bonus to a minimum of 1. The Ymgarl, This talent allows a Ymgarl the ability to
when not utilizing shapeshifting, is able to stave off shapeshift to disguise itself amongst any of the
hunger for a number of days equal to three times their bipedal humanoid races that wander the Koronus
Toughness Bonus. Expanse, subject to GM discretion. They may hide
any natural weaponry that might alert unsuspecting
Memory Devourer: victims to the Ymgarl's true nature. This allows them
Requirements: Hunger (Tempered), Shapeshifting to blend in fairly well, requiring a successful Disguise
Mastery, Ymgarl Tyranid check. This disguise can be maintained for a number
This allows the Ymgarl to devour the brain of it's of hours equal to the Ymgarl's Willpower Bonus, and
prey to gain access to all of it's victim's most recent must be of a creature of the same size category as the
and distinct memories (usually the location of Ymgarl. Shapeshifting requires several minutes to
friendly troops or defences). If the Ymgarl wishes to complete. The Ymgarl will revert back to their natural
learn something very different from the victim, such shape upon reaching time restriction, being knocked
as an old memory or one the victim does not unconscious, or death. They may shapeshift again
remember well, it must make an Easy (+20) in 1d10-WP Bonus hours, provided they have fed.
Intelligence Test. Any Medicae tests done on the Ymgarl to heal
them that get 2 or more degrees reveal it's
true identity.

32
Shapeshifting Expertise Ymgarl has managed to reform functional glands that
Requirements: Ymgarl Tyranid, Shapeshifting produce a quantity of Poison that covers weapons.
The Ymgarl has begun to master the art of Grants the Toxic quality to all Natural Weapon
Shapeshifting, and is able to produce more believable Attacks, which includes Rending Claws and Scything
disguises for a longer period of time. Taking this Talons.
talent grants an additional +10 to the disguise check
to shapeshift, extends the duration of the New Traits
shapeshifting limitation to twice the Ymgarl's
Willpower Bonus in hours, and allows the Ymgarl to Non-Imperial
become one size category larger or smaller than their This Character was not raised amongst humans,
base size, with the to hit bonuses and penalties that and knows little about the culture and history of the
might entail for the duration of the disguise, though it Imperium. The laws, traditions, religion and
does not grant any additional attribute bonuses, and superstitions of Mankind are unfamiliar and alien to
the Ymgarl loses the benefits to any talents and traits Characters with this trait. The character suffers a -10
that have size requirements that no longer are met. penalty on all Common Lore, Forbidden Lore and
The Ymgarl may not exceed the normal size Scholastic Lore tests relating to the Imperium of Man.
categories with this talent. The Ymgarl will revert
back to their natural state upon death or Speak Not Unto the Alien
unconsciousness. The degrees of success on Medicae This character is a member of an alien species,
tests needed is increased to 3. viewed with a mixture of fear and loathing by those of
other species, and so is essentially different in form
Shapeshifting Mastery and thought that any kind of social interaction is a
Requirements: Ymgarl Tyranid, Shapeshifting, significant challenge.
Shapeshifting Expertise This creature counts all Fellowship-based tests as
Posessing true mastery of their shapeshifting being two steps more difficult when dealing with
ability, the Ymgarl has refined their skills to an creatures of a species other than its own. Additionally,
almost perfect extent. The Ymgarl gains an an those of other species treat their Fellowship-based
additional +10 (For a total of +20 from this talent) to tests as being two steps more difficult when dealing
all disguise checks to shapeshift, allows the shapeshift with him. These penalties do not apply when dealing
to persist for a number of days equal to twice their with individuals who have come to trust the xenos
Willpower bonus, and allows the Ymgarl to player character, for whatever reason (although the
shapeshift two size categories larger or smaller. This final arbitrator of this is the GM). Finally, the presence
talent also reflects the fact that the Ymgarl has finally of any xenos aboard a human vessel is unsettling for
begun to master their shapeshifting abilities, and the crew, and as rumours spread, discontent over the
allows them to add to their own formidable abilities alien in their midst becomes noticeable. The continued
several talents from other Tyranid strains. The presence of one or more xenos player characters
degrees of success required by medicae tests increases aboard a ship reduces its Morale by 2.
to 4.
Ymgarl Tyranid
Tenacious Grappler The creature is a species of Ymgarl Tyranid, and
Requirements: Hunger (Tempered), Shapeshifting though the all consuming Will of the Hive Mind that
Mastery, Ymgarl Tyranid links and controls all Tyranids no longer calls to them,
The Ymgarl drag down their prey by grappling on they gain the following benefits due to remaining
so that they might extract the precious blood that they portions of their neural framework. Ymgarl Tyranids
require to survive. When attempting to grapple an are immune to Fear and poisons, including the effects
opponent armed with a Melee weapon, the Ymgarl of weapons with the Toxic Quality. This trait grants
suffers only -10 to their WS instead of a -20. proficiency with all Tyranid weaponry and allows
the Ymgarl to produce Living Ammunition.
Toxic Biomorph:
Requirements; Hunger (Tempered),
Shapeshifting Mastery, Ymgarl Tyranid
After an immense amount of practice, the

33
Chapter 3: Tyranid Armory
Source Disclaimer: Weapon qualties and statistics in this section
are taken from the Deathwatch RPG, primarily the Core
Rulebok and Mark of the Xenos.

Tyranid Weapons
Tyranid weapons are living things. In many cases
the weapons wielded by the various species of
Tyranid are symbiotic creatures that grow and live
together with the host creature that wields them.
Presented here are a selection of Tyranid weapons.
Weapon Training:
Only creatures with the Tyranid Trait or Ymgarl
Tyranid Trait may use Tyranid weapons. No weapon
training Talent is required for a Tyranid to use a
Tyranid weapon.
(Weapon Quality) Deadly Snare:
The weapon envelops the target in snares which
not only constrict but seek to strangle and flay their
victim. This weapon quality functions in the same
way as the Snare weapon quality (See Chapter V of
the Rogue Trader Core Rulebook), except that any
character entangled by the weapon suffers the
weapons damage again in their turn every round if
they do not break free.
(Weapon Quality) Living Ammunition:
The ranged weapons of the Tyranids use
ammunition that is grown, gestated, or excreted by
the creature or weapon. As such, ranged Tyranid
weapons do not have a clip value (it is considered to
be infinite), and do not need to be reloaded. The
weapon also never Jams.
(Ymgarl Special Ability) Integrated Weaponry
Due to the organic nature of Tyranid Weaponry, a Special Ammunition (Weapon Dependent)
Ymgarl may integrate a number of Tyranid Weapons Certain Tyranid Weapons have variant ammunition
(equal to half their unmodified Toughness Bonus) into types. These require a separate Acquisition Test, but
their own biomass, and hide them with their afterward are generated by the Tyranid's Biology,
Shapeshifting ability, utilizing Disguise instead of allowing them to select which ammunition type they
Sleight of Hand. The Ymgarl must still have desire.
sufficient carrying capacity to do this, and the GM
may rule they need to be a larger size for certain Changing Ammunition Types
weapons. Rending Claws and Scything Talons do not Changing ammunition types is a incredibly swift,
count toward this limit, as detailed in their individual as the valves and pathways within the Tyranid's
descriptions. A Tyranid may utilize Perfect Disguise biology function at an incredibly high speed.
to incorporate hiding weapons into their shifting, and Effectively, all Tyranids function as though they are
are considered to have succeeded on the Disguise equipped with a Fire Selector.
Check with a number of degrees of success equal to
one + their unmodified Willpower Bonus. Changing Equivalent Imperial Gear
Weaponry with this would follow the same Ymgarl may purchase Bioforged equivalents to
procedure as developing a new disguise, Imperial gear. The gear has the same bonuses
detailed in the Perfect Disguise Talent. and penalties, and is generally available for 3-4
rarity higher than their imperial counterparts,
all subject to GM Discretion.

34
Tyranid Ranged Weapons Fleshborer
A Fleshborer is a nest for razor-fanged borer
Barbed Strangler beetles which it ejects towards enemies.
The Barbed Strangler shoots a seed pod the size of a
mans fist using muscle contraction along the fleshy
barrel of the weapon. Upon impact, the strangler
seed-pod grows to maturity in seconds, sending out
hooked tendrils to bind and tear at its prey.

Spike Rifle
Essentially a long tube of muscle, the spike rifle
fires a short harpoon-like bone into its targets over a
considerable distance, which imbed themselves if they
deal damage. Razor sharp and fired with great force,
the spike is able to punch through light armour and
even right through unarmoured targets. Once
Deathspitter embedded in flesh it becomes very difficult to remove
A Deathspitter is a complex weapon symbiote that as it has tiny barbs which dig into the victim, holding
shoots maggot-like organisms at targets with a spasm it in place. Removing the spikes requires a
of agonised muscle. Upon striking the target, the Challenging (+0) Medicae Test, and failure means that
squirming projectile disintegrates in a spray of the weapon's damage is dealt again to that location,
corrosive slime. ignoring armor.

Spine Fists
Carried in pairs, these weapon beasts attach to a
Tyranid creatures arms and can fire a sustained volley
of razor sharp darts. The speed at which the Spine Fist
can fire, and thus its rate of fire and its deadliness, is
related directly to the creature using it. It has tubes
Devourer attached to the creatures airways allowing a stronger
A Devourer is a conical lump of flesh that creature to expel more force into the weapon and fire
showers its target with a mass of worm-like parasites more darts. Thus a Tyranid creature can fire only
that burrow through flesh and armour, thus eating the single shots from its Spine Fists unless it has the Swift
target alive. Attack or Lightning Attack Talents. Creatures with the
Brain Leech Worms (Special Ammunition): A Swift Attack Talent can fire them with a semi-auto rate
Devourer may be host to these more voracious and of fire of 2, and a creature with the Lightning Attack
deadly variety of creatures. A Devourer with Brain Talent can fire them with a full-auto rate of fire of 4.
Leech Worms does 2d10+6 R damage. Brain Leech Creatures may of course choose to fire them at a lower
Worms are a separate Acquisition of Unique Rarity. rate of fire. Finally, a Spine Fist draws directly from
the strength of its user and adds their Strength Bonus
to the damage it deals.

35
Stranglethorn Cannon Tyranid Melee Weapons
The Stranglethorn Cannon is a more potent
species of Barbed Strangler that shoots seed pods that Bonesword
spawn deadlier and more aggressive tendrils. Boneswords are living blades of chitin that
possess a rudimentary sentience slaved to the will of
the wielder that infuses the blade with crackling
psychic energy and drains the life-force of its victims.
Drain Life: When a victim takes any damage from a
Bonesword, the wielder and victim make an Opposed
Willpower Test. For every degree of success, the
Boneswords wielder deals an additional 1d10 points
of Damage, ignoring the victims Armour and
Toughness Bonus.
Strangle Web
A composite creature, like all Tyranid weapons,
the Strangle Web fires a spray of sticky mucus at its
target, enveloping them in strands of glistening web.
Almost immediately the web begins to harden and
those covered become enmeshed in a cocoon of
constricting fibers which begins to crush them. Those
that survive the crushing are the left to the mercy of
the swarm.
Lash Whip
Venom Cannon and Venom Cannon (Heavy) A Lash Whip is a living scourge of muscle and
The Venom Cannon uses an electrostatic charge to sinew. Its tendrils snake around an opponents
shoot highly corrosive crystals coated with a metallic, defences to strangle and ensnare those that are not
venomous residue. On impact, the crystals shatter, sliced apart by the bony hooks at the tip of each
creating a deadly cloud of fragments. Some larger tentacle.
species of Tyranid also use an even larger and more
potent species of the Venom Cannon, the (Heavy)
Variant.

36
Rending Claws Scything Talons
Rending Claws are diamond hard growths of bone Scything Talons are razor-edged claws of fused
capable of crushing reinforced ceramite and ripping chitin and serrated bone used to stab and slash.
through the thickest of armour with frightening ease. Scything Talons count as a Natural Weapon for the
Rending Claws count as a Natural Weapon for the purposes of some talents, cannot be used to parry, and
purposes of some talents, cannot be used to parry, and cannot be disarmed. One acquisition grants a talon for
cannot be disarmed. One acquisition grants a claw each arm the Ymgarl can attack with. (Mechanically
for each arm the Ymgarl can attack with. this translates to 3)
(Mechanically this translates to 3)

37
Chapter 4: Tyranid Psychic Powers
Source Disclaimer: Powers in this section were taken from the Mind gives both the creature and all other creatures
Deathwatch RPG, primarily the Core Rulebook and Mark of the with the Tyranid Trait affected by the power +10 to all
Xenos.
Willpower test for its duration.
Many Tyranid bio-forms possess potent psychic Hypnotic Gaze
powers, manifested not from drawing the power of Action: Half
the warp but by tapping into the vast gestalt will of Opposed: Yes
the Hive Mind itself. Such is the potency of the Hive Range: 10 metres
Mind that a fully fledged Tyranid fleet can blanket Sustained: Yes
entire regions of space with its presence, casting a Description: The Broodlord can use its powerful gaze
shadow in the warp and projecting its ancient and to snare the mind of a nearby warrior, holding it
terrifying consciousness across the barrier between immobile and helpless as long as its stare remains
Materium and Immaterium. When a Tyranid creature unbroken. The Broodlord can affect a single enemy
with a particularly strong connection to the Hive with this power, provided it can make eye contact with
Mind, or the ability to channel its power, taps into this its intended target. If the target succumbs to the
vast store of will, it can create deadly psychic effects, power, it is then held immobile (counts as being
subverting minds, incinerating flesh or even bending Helpless) until it can break free by winning an
reality to aid the Tyranids all consuming hunger. Opposed Willpower Test at the start of any of its turns,
Ymgarl Tyranids are different from conventional or the Broodlords gaze is somehow broken.
Tyranids in that their own damaged biology has given
them something that their fellow Tyranids do not Leech Essence
have: a connection to the true immaterium. Ymgarl Action: Half
Tyranids follow all the normal rules for Sanctioned Opposed: Yes
Psykers as presented in the Rogue Trader Core Range: 10 metres x PR
Rulebook. In addition, the powers in this section can Sustained: No
be purchased with the Tyranid Psychic Power Talent, Description: Using the raw power of the Hive Mind,
provided that all the Requirements are met. the Tyranid creature tears the life-force from a nearby
foe, devouring its essence and healing its own
Dominion wounds. The target suffers 1d5 damage, plus an
Action: Half additional 1d5 damage for each degree it fails the
Opposed: No Opposed Test, not reduced for either armour or
Range: Special Toughness. The Tyranid creature is then immediately
Sustained: Yes healed by an amount equal to the damage inflicted, up
Description: The Tyranid creature reaches into the to its total number of starting wounds. When working
depths of the Hive Mind and strengthens its links to out the effects of Leech Essence, the Ymgarl should
the indomitable alien will, projecting a blanket of calculate each 1d5 damage roll separately, because if
control and purpose through its Brood Telepathy to all the target dies (or burns a Fate Point) before all the
Tyranid bio-forms nearby. While this power is in damage is applied, no further wounds can be drained
effect, the Tyranid creatures Brood Telepathy range is from their desiccated corpse.
doubled. In addition, the hardened resolve of the Hive

38
Onslaught The Horror
Action: Half Action: Half
Opposed: No Opposed: No
Range: 25 metres x PR Range: 75 metres, PR Radius
Sustained: Yes Sustained: No
Description: The Tyranid creature infuses a nearby Description: The Ymgarl may unleash a wave of
brood with burning energy and the pitiless drive of horror that gnaws at the resolve of its enemies. This
the Hive Mind to devour all in its path. The creature power may be used to target an area within 75 metres.
chooses a single Tyranid within it's Brood Telepathy Each target within Psy Rating meters of the initial
Range, allowing it to either make a Full Move, point must take a Willpower test with a 30 modifier,
Standard Attack (Ranged or Melee), or Charge Action or flee in panic.
as a Free Action once per Round. The Tyranid
continues to benefit from the effects of this power as Warp Blast
long as the creature sustains it and they remain in Action: Half
range. Opposed: No
Range: 50m x PR
Paroxysm Sustained: No
Action: Half Description: By sending out a burning bolt of warp
Opposed: Yes energy, the Ymgarl blasts an area with power. The
Range: 25 metres x PR Ymgarl must choose a single creature within range as
Sustained: Yes the target, through others nearby may be affected. The
Description: Summoning the power of the Warp, the Ymgarl must make a successful Focus Power Test
Ymgarl assails its foes with crippling pain, tearing at modified as if it were making a ranged attack at the
their nerve endings and filling their minds with agony target, taking into account such things as range and
that makes it difficult for them to stand let alone fight. concealment. Warp Blast inflicts 1d10 Energy
The Tyranid creature chooses a number of foes within Damage x PR, with a Penetration of 2 x PR. Creatures
range equal to its Psy Rating. Those that fail their within 1m x PR of the target are also affected and
Opposed Test reduce both their Weapon Skill and suffer damage as well. This power may be Dodged.
Ballistic Skill to 10 while they remain affected by the
power. The pain is also quite distracting when trying Warp Lance
to concentrate and therefore targets under the effects Action: Half
of Paroxysm suffer a 10 to all Intelligence, Opposed: No
Perception, Willpower and Fellowship Characteristic Range: 30m x PR
and Skill Tests. Sustained: No
Description: More focused than a Warp Blast, the
Psychic Scream Warp Lance is primarily used against heavily
Action: Half armoured targets and vehicles. Taking the form of a
Opposed: No single concentrated beam of energy, it can strike a
Range: 20 metre Radius single target within range. The Ymgarl must make a
Sustained: No successful Focus Power test, modified as if it were
Description: The Ymgarl may let forth a terrible making a ranged attack at the target, taking into
silent scream that echoes in the mind as a crippling account such things as range and concealment. Warp
shriek. All sentient, living creatures within range Lance inflicts 2d10 Energy Damage x PR, with a
suffer a hit that deals 1d10+8 Impact Damage to their Penetration of 5 x PR. This power may be Dodged.
head with the Shocking quality (See Rogue Trader
Core Rulebook). The victims suffers a 30
penalty to his Toughness Test to resist
Stunning. If the Toughness Test is failed, the
victim is stunned for 1d5 rounds.

39
Chapter 5: Tyranid Starships
Source Disclaimer: Lore in this section comes from Battlefleet travels unless they have a powerful telepath of some
Gothic: Armada, wh40k.lexicanum.com, and kind aboard or a Tyranid still connected to a Hive
warhammer40.wikia.com. Inclusion of Ymgarl and Hiveless
Vessels and Fleets is unofficial fluff and can be used or
Mind elsewhere.
disregarded as needed.
Hive ships
Teeth, claws, tentacles, spines give me guns, oh These void-swimming behemoths act as primary
Emperor give me guns! I know how to fight an enemy nodes for the Hive Mind and direct the activity of the
who attacks me with guns! entire swarm. Hive ships function as living mother
- Captain Endolus at the Battle of Macragge ships, bio-factory vessels breeding and hatching
endless swarms of Tyranids to pursue prey across void
The race known to Man as the Tyranids have been and planet alike. Though most swarms will typically
the bane of all organic life for eons, devourers of contain more than one hive ship, in some circles it is
worlds and the agents of the fall of more races and believed that there is still a single ship that maintains
civilisations than even Mankind can ever aspire to. As central control of the entire collective and acts to
the menace of the Tyranid Hive fleets Kraken, coordinate the assault, though this cannot be
Behemoth and Leviathan stretch across the southern confirmed. There are also unsubstantiated reports that
and eastern arms of the galaxy, great swathes of space there are a very small number of hive ships in every
and even entire sectors have disappeared from the swarm that are much more massive than the rest.
Emperors Light beneath the vast shadow of the Hive Dwarfing even great battleships, these immeasurably
Mind. On the other side of the galaxy in the Koronus vast creatures arrive very late in the process of
Expanse, there exist only remnants of these deadly planetary assimilation and are believed to be those
Hive Fleets. Severed from whatever Hive Mind they responsible for the method by which even the
might once have been a part of, these isolated vessels atmosphere and oceans are consumed from orbit, as
and drifting hulks have some similarities with their the final stage of the worlds consumption by the hive
more active bretheren, and some incredible fleet. Though such a gargantuan organism would
differences. Those Ymgarl who have discovered and explain how once lush and fertile worlds are left
been able to unlock the secrets of these 'Hiveless' barren, airless and sterile, there are as of yet no
ships have found remarkable things within. recorded sightings of such a monstrous creature.

The Hive Mind


Imperial scientists believe that hive ships and
their attendant drone ships have a deep connection to
the Hive Mind the over-arching gestalt
consciousness of the Tyrannic race. This pervasive
psychic contact permeates the area around the hive
fleet to such an extent that Warp space is distorted for
light years around the fleets position. Travel through
the Warp becomes increasingly uncertain near the
Tyrannic fleets and astrotelepathy exceptionally
unreliable or completely useless. Many Astropaths
have lost their minds in battle with the Tyranids, and
entire squadrons have been crippled by dangerous
Warp eddies. Thus, as the hive fleets advance,
confusion and terror precede them beneath the
suffocating shadow they cast over the doomed worlds
in their path. Hiveless vessels do not cast this
ominous precursor to their arrival, nor the same
disruption. While still able to communicate
with other vessels on a local scale, Hiveless
vessels are very much isolated during long

40
Kraken, Cruisers and Droneships to be determined. Hiveless ships do not progress into
These bio-ships range in size from comparable to more advanced ships naturally, having been cut off
the escorts of other races to massive ships nearly the from the devices and resources to do so. With
equal in size of the hive ships they accompany. Ever sufficient research and development, this process
evolving, some of these creatures of the void are might be restarted but the specifics of how are a secret
called Kraken, named after the hive fleet in which entrusted to the Hive Mind, a resource which Ymgarl
they first appeared, identified as specialized no longer have access to.
biological entities which accompany hive ships in a Many of these beasts are developed with very
swarm and defeat each new foe they encounter. Hive specialised abilities that were probably evolved over
ships are known to respond to new threats by birthing the Tyranids long experience against various races
more of these Kraken to overwhelm the defences of throughout the galaxy. Found in a wide variety of
any sentient race or hapless world they encounter. forms, these creatures exhibit bizarre forms that can
Hiveless ships still retain the ability to manufacture be quite unlike one another. Unlike the far larger hive
lesser bio-weapons and life forms, but the ability to ships that have shown a basic pattern of growth
produce more advanced Tyranid Strains has been lost despite their great variety, these beasts have shown a
by them. Though they lack this function, they are still diversity of forms and functions so numerous as to
a formidable threat and not to be taken lightly by defy conventional classification. First described in
those who encounter them in the Expanse. detail by forces opposing Hive Fleet Kraken, these
Though the Imperium has come to learn much creatures demonstrate characteristics that are
about these creatures of the galactic ether, the obviously evolved to counter specific threats, and they
distinction between the so-called classes of ship usually appear in the forefront of a swarm as it
remain unclear. It has only recently, for instance, been approaches insystem to break up enemy formations. It
ascertained (through careful observation of the is believed that because some of these ships are
subdual and consumption of Bonnis II in the Coronet evolved to fill such a specialised role, their size varies
Sector) that many of the escorts and cruisers found in greatly dependant upon need. Many within the
typical Tyranid swarms are immature hive ships in Imperium fear that if such mutability can exist within
various stages of development. It is believed that the the lower orders of the Tyranid race, that hive ships
Hive Mind nodes in these space-dwelling organisms and their gargantuan kin could also evolve rapidly and
remain dormant until they are mature enough to effectively pose an even more direct threat to the
project their will across vast reaches of space, though forces that oppose them. With proper guidance from a
when this takes place in a creatures life cycle has yet Ymgarl, Hiveless Ships can do the same.

41
Vanguard Droneships armed. They appear primarily to act as scouts and
These fast scouts are the only type of Tyranid bio- travel light years ahead of a swarm to locate and seed
ship that have ever been observed operating suitable prospective planets for assimilation. They
independently of a hive fleet. These creatures quickly may well also act to illuminate enemy vessels for
develop their psychic connection to the Hive Mind, attack by later contingents of the invading swarm.
allowing them to be sent far ahead of the hive ship Agents of Mankind have struggled against death
and other synapse vessels, but this comes at a price. itself to gather information about the Hive Mind ever
They mature quickly and remain slight, flimsy since humans first encountered them in the Tyran
creatures in comparison to their much slower growing system. And, at a huge cost to themselves, they have
(and longer lived) brethren. Vanguard drone ships ascertained more detailed information about the
possess great speed and agility, but are only lightly operating activities and tactics of Tyranid swarms.

42
Tyranid Starship Special Rules
Source Disclaimer: Tyranid Ships and Special Rules are made replacements to consumable items are regenerated at a
based on BFG:A descriptions and comparing them to existing rate of one per week. This means that every week a
Imperial and Xenos ships for power comparison.
Tyranid Ship could re-grow one torpedo, one squadron
of fighter equivalents, or one squadron of bomber
Tyranid Hiveless Vessel Special Rules equivalents.
All Hiveless ships are subject to the following
special rules: Traversing the Void
Handling Feedback: The piloting systems on Normally Tyranids do not travel in the same way
Tyranid vessels are semi-sentient and able to provide that Imperial Vessels do, but that is not the case with
feedback and automatically correct mistakes. Tyranid Hiveless vessels. The Hiveless Vessels of the
vessels may re-roll any piloting tests for Manoeuvre Koronus Expanse have a unique component not found
Actions. in other Tyranid vessels: the Narvhal Drive. The
Animalistic Horror: The sheer brutality of Tyranids Narvhals are mostly defenseless vessels that allow
when the engage in Boarding Actions is something hive fleets to travel to the edge of most systems, then
that few witness and live to tell the tale. Double travel to the desired planet by conventional sub-light
Crew Population and Morale damage inflicted with a drives. This is an incredibly slow process, and is
successful Boarding Action or Hit and Run attack. hindered by gravity wells of other planetary bodies
Spawning Pools: Due to the ability to spawn the and other celestial hazards. Perhaps this drive was
barely sentient lesser lifeforms that handle minor developed by a long lost hive fleet specifically due to
systems aboard Tyranid Vessels, crew are easily the increased number of celestial hazards present in
replaced. Reduce all Crew Population losses by 1 (to the Koronus Expanse. For whatever reason, the
a minimum of 1). conversion allows for travel much further into
Bred for Duty: The mechanical nature with which systems, but not without a cost.
Tyranids perform their duties on ship combined with The Narvhal Drive functions very similar to the
the ease with which the fallen are replaced leads to a Warp Drives utilized by the Imperium. By breaking
resilient system of command. Reduce all Morale the barrier partially into the Immaterium, the
losses by 1 (to a minimum of 1). navigational problems caused by gravity wells and
Bio-Organic Hull: Due to their living nature, Tyranid other hazards is negated, but at the risk of drawing the
Vessels are not maintained in the same manner as the watchful eyes of those that inhabit the beyond.
starships of the other races. In any instance where the This allows Tyranid Vessels to travel the stars in
Tech-Use skill would be utilized (this includes special the same manner that Imperial Vessels do, by entering
actions in starship combat), utilize a Medicae Test the Warp. When traversing the Warp with Tyranid
instead. Note: Enterprising Ymgarl may find a way ships, utilize the same steps that Imperial Vessels do
to put non-organic systems on their ship to diversify as detailed in the Rogue Trader Core Rulebook.
it's abilities. Utilize Tech Use as normal for non-
organic parts integrated into Tyranid Vessels. Drawn to the Stars
Localized Hive Mind: Though not as powerful as the No easy task to perform, the operation and
true Tyranid Hive Mind, Hiveless ships can navigation of Tyranid Vessels is not something every
communicate with each other within a star system and Ymgarl can do. Those that do are known as Ymgarl
so long as they maintain relatively close distance Fleetmasters, capable of understanding and managing
within Narvhal Drive. This allows for the various needs of the monstrous and confusing Bio-
communications as though utilizing a standard Vox Ships that lay abandoned across the Koronus Expanse.
Caster between Hiveless Vessels, range being GM Even with their own skill, they often seek out fellow
discretion. Ymgarl to ease the burden of maintaining the
Biological Ordinance: Due to various spawning enormous beasts that carry them across the void.
pools located throughout Tyranid Vessels,

43
Creating Tyranid Starships
Tyranid Starships are constructed much in the Spore Fields
same way as Imperial starships, with some Surrounding Tyranid Vessels is an incredible
differences to the rules. Begin by selecting a Hull number of small pieces of biomass. This biomass is
from the Tyranid Hull Types. After this is done, capable of stopping incoming munitions fire, and is
proceed with selecting Essential Components, replaced as quickly as it is destroyed. For statistics
checking below to make sure what parts and effects utilize Imperial Void Shields with the same statistics,
are available. benefits, and restrictions located in the Rogue Trader
Core Rulebook and other supplements.
Essential Components:
Essential Components are required for a starship to Tyrannic Command Clusters
function. A ship must have one (no more) Providing a localized series of interface clusters,
Component from each of the following categories, this provides an ideal point from which to monitor all
lest the ship lose some vital function. Without a life functions of a bio-ship. For statistics, utilize Imperial
sustainer, for instance, the vessel is nothing more Bridge Components with the same statistics, benefits,
than a cold and empty tomb, while a ship would be and restrictions presented in the Rogue Trader Core
blind and deaf without an auger array. Rulebook and other supplements.

Bio-Mass Conversion Drives Tyrannic Bio-Sustainer


Tyrannic vessels move themselves through the While many Tyranids can function in pure
immaterium utizing an organic means of propulsion vacuum, they require some support during their
that produces equivalent thrust to Imperial vessels. spawning stages, as do some of the lesser Tyrannic
These also serve to convert obtained biomass to bioforms. For statistics, utilize Imperial Life
provide energy to the propulsion and rest of the bio- Sustainer Components with the same statistics,
ship. Utilize Imperial Plasma Drive with the same benefits, and restrictions presented in the Rogue
statistics, benefits, and restrictions located in the Trader Core Rulebook and other supplements.
Rogue Trader Core Rulebook and other supplements.
Tyrannic Housing Pods
Narvhal Drive In order to transport the large quantity of Tyranids
This component is a modified version of the necessary to successfully overtake a planet, there must
traditional Narvhal Bio-Ship that guides the majority be adequate space, which Housing Pods provide. For
of Tyranid Fleets through the void. A highly modified statistics, utilize Imperial Crew Quarters Components
interface system allows operators to sense far off with the same statistics, benefits, and restrictions
locations in the void, then touch the immaterium to presented in the Rogue Trader Core Rulebook and
reach their destination unimpeded by traditional other supplements.
restrictions of the Narvhal Bioship (For more details
see Traversing the Void on page 43). For statistics Tyrannic Bio-Sensors
utilize Imperial Warp Drives with the same statistics, Tyranid ships are able to sense anomalies in the
benefits, and restrictions located in the Rogue Trader void through a complicated network of sensory organs
Core Rulebook and other supplements. located throughout their superstructure. For statistics,
utilize Imperial Auger Array Components with the
Zoanthropic Shielding same statistics, benefits, and restrictions presented in
Another component unique to Tyranid Ships of the Rogue Trader Core Rulebook and other
the Expanse, this field is a means of protecting a ship supplements.
from the dangers of the Immaterium. Grown from a
strain bearing some similarities to Tyranid Biological Voidships
Zoanthropes, it protects Tyranid Vessels utilizing the Due to the strange nature of Bio-Ships, those not
Narvhal Drive to traverse the void. For proficient with their workings suffer a -20 to all
statistics, utilize Imperial Gellar Fields with Medicae tests to repair damage done to them.
the same statistics, benefits, and restrictions Tyranids are considered to be proficient.
located in the Rogue Trader Core
Rulebook and other supplements.

44
Supplemental Components Pyro-Acidic Battery
There exist several special components that can be These Tyranid weapons work by launching
added to Tyranid Bio-Ships during their construction, compact organic shells containing virulent toxins and
primarily weapons. Rules regarding how to represent pyro-acids. These can cause considerable damage on
Tyranid Starship Weapons are detailed below. impact, but it is the release of their ravening payloads
into the confines of a ship that can prove the most
Bio-Plasma deadly. For statistics, utilize any Imperial
Massive Bio-plasma-emitting spines can also be Macrobattery Weapon located in the Rogue Trader
found on Tyranid bio-ships. These spines emit Core Rulebook or other supplements. Due to their
gargantuan balls of Bio-plasma that can devastate pyro-acidic quality, upon achieving any critical hit the
enemy voidcraft. Bio-plasma spines serve as effective vessel struck is automatically subjected to a 'fire'
short-range weapons batteries in void combat for critical hit in addition to whatever critical effect is
Tyranid bio-ships. Bio-Plasma Spines function the rolled.
same way that Imperial Lance weapons do. For
statistics, utilize Imperial Lance Weapons with the Tyrannic Boarding Torpedoes
same statistics, benefits, and restrictions as detailed in Due to the penchant for Tyranids to engage in
the Rogue Trader Core Rulebook and other Boarding actions, Tyranid vessels only utilize
supplements. Boarding Torpedoes, or rather their Bioform
equivalent. Utilize the rules for Imperial Torpedo
Feeder Tendrils Tubes and Boarding Torpedoes presented in
Many Tyranid ships have huge tentacles which Battlefleet Koronus and other supplements for any
they use to feed on planetary atmospheres, and Torpedo components.
which can also be used to punch through the
hull of a ship allowing the Tyranid organisms Tyrannic Launch Bays
inside to assault the enemy. For statistics, utilize the Tyranids utilize a variety of attack craft and
Murder Servitors Supplemental Component located bomber variants aboard their vessels, largely in the
on page 205-206 of the Rogue Trader Core Rulebook. form of deployable bio-form variants of small craft.
Utilize Imperial Equivalents of Launch Bays,
Massive Claws Bombers, Fighters, and Assault Boats located in
Tyranid vessels are terrifying in combat at close Battlefleet Koronus for any Landing Bay components.
quarters. Not only are they packed full of Possible variations include hull-boring worms, ether-
bioengineered killing machines, often the ships swimming brood carriers, protazoid enzymes,
themselves have specially evolved claws designed to ravening limpet mines and the like.
rip through the armour of its target, or crushing
mandibles that latch onto the ships prey and then Other Supplemental Components
slowly but inevitably tear through decks and gantries. Tyrannic vessels may utilize bio-formed
For statistics, utilize the Armored Prow Supplemental equivalents of any Imperial Starship component,
Component located on page 204 of the Rogue Trader provided there would logically be an equivalent. For
Core Rulebook. more components, check the Rogue Trader Core
Rulebook or other supplements.

45
Tyranid Starship Hulls
Tyranid Hive Ship
Hull: Grand Cruiser (Equivalent) Dimensions: 7.5 km long, 1.8 km abeam
Mass:40 Megatonnes Crew: GM Discretion
Accel: 2.2 Gravities Max Sustainable
Tyranid hive ships are monstrous, void swimming leviathans that are found at the very heart of the hive fleets.
Tremendous physical variety has been observed in these behemoths, although thick, stone-like armour plates and dense
clusters of weapon growths are common features. Despite their seemingly impossible size, hive ships are living creatures
incorporating millions of bioengineered organisms. Each is a biological factory capable of creating millions of Tyranid
organisms, of replicating genomes and splicing together new creatures perfectly adapted for each new world
encountered. Tens of thousands of Tyranid warriors are carried aboard hive ships, the cocooned officers of nightmare
hordes yet to be born.

Speed: 5 Manoeuvre: +5
Detection: +10 Hull Integrity: 90
Armor: 21 Turret Rating: 4
Space: 90 Ship Points: 70
Weapon Capacity: Port 2, Starboard 2, Prow 1, Dorsal 1

Tyranid Cruiser
Hull: Cruiser (Equivalent) Dimensions: 5 km long, .8 km abeam
Mass:28 Megatonnes Crew: GM Discretion
Accel: 2.5 Gravities Max Sustainable
Tyranid cruiser class vessels represent a mixture of immature hive ships and overgrown escort drones. They are
aggressive in their attacks, storming out from the hive fleet in response to any threat to the massive hive ships, often
using claws and tentacles to make direct attacks on ships in an effort to physically smash them to pieces. Cruiser sized
Tyranid bioships are seldom found far from the hive ship, however, and it has been theorised that they receive their
nourishment from them in some manner. Tyranid cruisers are arguably the greatest threat within the Tyranid fleet, since
they are themselves massive and well-armed, whilst not being relied upon as a synapse creature. This allows cruisers to
attack far more aggressively than hive-ships, since their loss will not greatly endanger associated elements of the fleet.
As with most Tyranids vessels, however, their threat is only really effective at close range.

Speed: 5 Manoeuvre: +10


Detection: +10 Hull Integrity: 70
Armor: 20 Turret Rating: 2
Space: 75 Ship Points: 60
Weapon Capacity: Port 1, Starboard 1, Prow 1, Dorsal 1

46
Tyranid Vanguard Drone Ship
Hull: Raider (Equivalent) Dimensions: 1.6 km long, 0.3 km abeam
Mass:6 Megatonnes Crew: GM Discretion
Accel: 5 Gravities Max Sustainable
Vanguard drone ships range far ahead of the main fleets at times, seeking suitable worlds for the hive ships to feast
upon. They carry specific Tyranid infiltration organisms, such as Genestealers, Lictors, Hormagaunts and Leapers which
they seed onto likely worlds with spores from low orbit. Vanguard drone ships in close proximity to the hive fleets are
those which have either recently returned with such scouting information, or are about to depart with their cargo of woe
for more worlds. The threat posed by these organisms to countless planets is such that they are often priority targets in
raids against the hive fleets.

Speed: 10 Manoeuvre: +25


Detection: +10 Hull Integrity: 90
Armor: 16 Turret Rating: 1
Space: 40 Ship Points: 35
Weapon Capacity: Prow 1

Tyranid Escort Drone


Hull: Frigate (Equivalent) Dimensions: 1.95 km long, .3 km abeam
Mass:7.5 Megatonnes Crew: GM Discretion
Accel: 4.3 Gravities Max Sustainable
Slow and heavy in comparison to the other Tyranid escort class vessels, escort drones are heavily armed for their size
and usually come mobhanded. They are often the hive ships last line of defence and cluster in dense shoals about the
behemoths flanks.

Speed: 7 Manoeuvre: +18


Detection: +15 Hull Integrity: 40
Armor: 20 Turret Rating: 1
Space: 42 Ship Points: 42
Weapon Capacity: Prow 2

47
Chapter 6: Alternate Career Ranks
Alternate Career Ranks represent diversions and Lastly, each Alternate Career Rank has a set of Ranks
differing branches to a characters basic Career Path. at which it can be selected. Typically, this is a
These might be the result of exposure to new cultures minimum Rank within a Career Path that the Alternate
or agencies in the Expanse, hidden secrets a character Career Rank can replace (such as Rank 3 or higher).
chooses to reveal to his fellow Explorers, or the result If an Explorer meets all the above requirements for
of specialised training or equipment a character has an Alternate Career Rank, he can select it in place of
gained in his travels. Note that these Alternate Career one of his normal Career Paths Ranks when he earns
Ranks do not fundamentally change a characters enough xp to access that Rank. The Explorer replaces
nature; if a character is following the Arch-militant the Rank he would have taken with the Alternate
Career Path, then his path stays focused on martial Career Rank. The Explorer exchanges the Alternate
abilities and conflict. Rather, they signify a Career Ranks Advance Table for the usual Rank he
characters experiences moving along a side path, would be able to make purchases from as part of his
learning new abilities and gaining new experiences Career. At this point, the Explorer has access to the
along the way. new Advances and may spend xp to purchase these
Alternate Career Ranks can let a player Talents, Traits, and Skills. Some of the Alternate
differentiate and personalise his character, especially Career Ranks also have special Traits or other abilities
in situations where several players have chosen the that the Explorer gains immediately upon selecting the
same Career. Based on the new directions a player Alternate Career Rank. Once the Explorer has earned
wishes his Explorer to follow, he might find his enough xp points to reach the next Rank in his Career,
character evolving in ways the player had not initially he returns to the next Rank in his original Career Path.
anticipated when creating him. While any new Alternate Career Rank is filled
Alternate Career Ranks also allow a character to with new opportunities, there are some drawbacks to
become even more firmly rooted into the settings of diverging off of the standard path. This new focus
Rogue Trader, the Calixis Sector and the Koronus might deny an Explorer access to other Skills and
Expanse. Each of these paths offer Explorers new and Talents, or force the Explorer to pay more experience
exciting ways to interact with the rest of their for them. A player could even find his characters
surroundings. maximum ability with certain Skills reaching its upper
limit earlier than he had planned. This is a potential
Taking an Alternate Career Rank price for taking a more generalised character in a more
Alternate Career Ranks might look very appealing, specific and specialised direction.
and not just because they represent something that As all of this can complicate the normal character
diverges from the standard Career Path. With access progression system, Alternate Career Ranks are
to new powers, Skills, and Talents, a character can recommended for more experienced players. Keep in
stand out from others and, ideally, better aid his mind also that regardless of how many new options an
fellow Explorers. However, some Alternate Career Explorer gains, an Explorers Rank is still governed
Ranks can complicate the campaign at large, and by the total amount of xp he has earned over the
players should always ask for the GMs permission course of his development.
before having their Explorers take on Alternate Career
Ranks. Elite Advances from Missed Career Ranks
Each Alternate Career Rank has several Choosing an Alternate Career Rank means a character
Prerequisites that an Explorer must meet before has diverged from the generalised regular path of his
selecting it. Many of these Prerequisites are Talents, career for a more specialised one. While this means
Skills, or Characteristic thresholds, and an Explorer access to new and often unique abilities during his
must fulfil all of the listed Prerequisites for an tenure, it can often mean missing out on the
Alternate Career Rank before selecting it. opportunities afforded in the regular development of
In addition, some Alternate Career Ranks are only his character. The Explorer can purchase these
available to Explorers from certain Careers. missed Skills and Talents
Other Alternate Career Ranks have various
restrictions in this regard.

48
with the GMs approval as Elite Advances in the Career Progression
missed Rank at a cost set by the Game Master. A Advancing to a characters next Rank is done
recommended base cost for these Advances is twice normally once the character has accumulated and
the original cost (so a 200 xp Skill would cost 400 xp, spent enough xp. The character might find in later
while a 500 xp Talent would cost an impressive 1,000 Ranks that the digression he took for his Alternate
xp). The GM can modify this amount up or down as Career Rank has left him bereft of certain Skills, ones
he sees fit, keeping in mind that Alternate Career needed as Prerequisites for some of the Advances the
Ranks present opportunities to characters they character might wish to have. To acquire them the
normally would not have, and there should be a trade- player must obtain them as Elite Advances.
off for this opportunity. Alternately, the player might find developing the new
Advances his character gained in his Alternate Career
Rank is a way to further individualise a character and
make up for the missed opportunities of the path not
taken.

49
Ymgarl Fleetmaster
Source Disclaimer: This class and lore is purely unofficial fluff. allow control of the titanic organisms by but a few
It is meant to represent Ymgal whose natural inclination is fleet Ymgarl.
operation and management. Use or disregard as you see fit.
While a few Ymgarl can operate one or two
functions of these vessels it, it is those who are given
Some Ymgarl are drawn to a calling from the the title of Fleetmaster that can manipulate the various
moment of their awakening. For some, this drive facets of the Bio-Ship with an almost artful precision
brings them to a treasured possesion: the skills and and purpose.
knowledge to operate and maintain one of the Able to direct lesser Tyrannic bio-forms and other
massive vessels that brought them to this section of Ymgarl alike, they have an unparalleled understanding
the galaxy in the first place: a Tyranid Bio-Ship. of how these ships work, how to operate them, and
These large vessels are only tangentially how to navigate them safely through the stars.
understood by the Imperium in areas where Hive While this ability is certainly an advantageous
Fleets are a regular sight. Those that traverse the one, it does come at a cost. Some of the more
Koronus Expanse are different animals entirely, and traditional Ymgarl Genestealer skills are lost to those
that is no metaphor. who are granted this voidfaring knowledge.
Tyranid Bio-Ships are living creatures, requiring Because of their ability to traverse the Expanse,
an incredible amount of expertise to operate and these Fleetmasters often become leaders amongst
maintain in some ways, but much simpler and more groups of their own, and several now travel the
reliable in others. Thankfully, the Bio-Ships of the Koronus Expanse, possibly hoping to re-unite all the
Koronus Expanse are largely automated, and the wayward Ymgarl who inhabit it.
localized Hive Minds that they produce are enough to

50
Ymgarl Fleetmaster Requirements and Advancement

51
Ymgarl Genestealer Magus

Source Disclaimer: This strain exists in the official lore (see


page 5), but the class description below has been tailored to
Ymgarl Tyranids and is unofficial. Use or disregard as needed.

In Genestealer Cults, the Magus plays a vital role


in infiltrating a civilized society. Due to his
intelligence, charisma, appearance, and understanding
of the society being infiltrated, he is well suited to his
role as mouthpiece of the clan to the outer society.
The Magus is a special mutation which appears in
a clan if a psychically-active species, such as
humanity, is infiltrated. As a Genestealer Hybrid of
the 4th generation, he appears nearly human, although
is invariably bald and heavy boned. He is highly
intelligent and possesses formidable psychic ability.
His "normal" appearance allows him to operate as the
public spokesman for the clan or cult, which is
disguised as a legitimate religious, political or social
movement.
The Ymgarl variant of the Genestealer Magus has
the same skill with deception, but augments that with
a terrible capacity for destruction. The Ymgarl
Genestealer Magus is a veritable master of the
Immaterium, and greatly in tune with it's psychic
abilities.
Thanks to the bevy of junk DNA floating around
in their systems, Ymgarl have access to a wide variety
of Tyranid Psychic Techniques, and are able to
unleash the psychic abilities from several different
types of Tyranid, including Hive Tyrants and
Zoanthropes.
Though experimentation and study, the Ymgarl
has begun to gain an understanding of the formerly
unknown entity that is the immaterium. Gaining
comprehension of Psychic Techniques and the warp,
this gives an exra edge when utilizing and dealing
with those who utilize the powers of the warp.
A true force to be reckoned with, both on and off
the battlefield, crossing a Ymgarl Genestealer Magus
unprepared could cost more than expected.

52
Ymgarl Genestealer Magus Requirements and Advancement

Blank Column 2

New Talent: Warp Shunting


Out of practice born of the inherenty odd nature of
the Ymgarl Tyranid mind, the Magus has learned to
better control the odd eddies and currents of the warp.
Gain the benefits of the Rite of Sanctioning Talent in
the Rogue Trader Core Rulebook.

53
Ymgarl Impersonator

Source Disclaimer: This Alternate Ranks is purely unofficial as about how the various societies that traverse the Void
is the description of them written below. Feel free to use or function.
diregard it as you see fit.
Allowing for more social interaction, the Ymgarl
becomes more familiar with the various social nicities
While some Ymgarl Genestealers scrimp and and nuances that the other races practice. Eventually,
scrouge to get by, some fully embrace the wild combined with their natural talent for deception, they
freedom of the Koronus Expanse and begin to work can become skilled at operating in the open with truths
within the society, such as it is, that exists there. and negotiation.
Ymgarl Impersonators have fully mastered the art Spending more time in alternative forms to their
of blending in to a particular society or race. Though Tyrannic base, many Infiltrators develop skill with the
an incredible amount of practice, they have managed weapons of the other races. This can give them an
to perfect their shapeshifted disguise to the point extra edge should they go up against them afterwards.
where it is almost completely unrecognizable, even Not all who develop this skill do so for beneficial
by medical professionals. reasons, for some perfect the art of hiding purely for
This allows the Ymgarl to function as a member the goal of making hunting and evading that much
of the society of their choosing without any of the easier. With the bevy of additional social interaction,
usual drawbacks for being, well, a member of an all knowledge, and experience, and weapons training,
consuming race bent on the destruction of all living these kinds of Infiltrators are a nigh unstoppable force
things. Giving them a chance to live beyond the on certain planets, able to feed to their heart's content
simple need to feed, this also allows the Ymgarl to whilst continually eluding capture.
experience a whole galaxy that previously had no Regardless of what they decide to to,
chance to exist to them. Broadening their horizons, Impersonators are the masters of shapeshifting and
this brings the Ymgarl an epiphany of knowledge adaptability.

54
Ymgarl Impersonator Requirements and Advancement

New Talent: Impeccable Disguise


This talent allows the Tyranid to perfectly match
the biology of the race selected with Perfect Disguise.
The disguise is now effectively flawless, and only
breaking character or psychic mental intrusions could
reveal the true identity of what is underneath. This
talent removes the penatlies of Non-Imperial and
Speak Not Unto the Alien, due to the increased
exposure to the race for the former, and the
impeccable disguise for the latter.

New Talent: Eternal Shapeshifting


This talent allows the Tyranid to maintain their
Perfected Disguises without end. So reflexive and
ingrained is this shifting that they continue to remain
shifted even when unconscious or killed.

55
Ymgarl Scavenger
Source Disclaimer: This Alternate Rank and the description of it
are purely fan made and unofficial. Feel free to use or disregard
it as you see fit.

Naturally gifted in the art of evasion, tracking,


and survival, Ymgarl Tyranids are well suited to
living on their own amongst the other denizens of the
Koronus Expanse. Given their own natural
proclivities and ability to blend in and learn, some
Ymgarl have found that, in certain locations, there are
better ways to obtain the blood they require than
hunting.
Perhaps through watching others perform the
same actions, perhaps by blending in and asking,
perhaps by being roped into it at the behest of a large
number of individuals with weapons they have come
across this new set of skills. Regardless of how, one
thing can be said without fail, Ymgarl Scavengers
have learned how to scavenge what they need to sell
and obtain blood through commercial means.
The examples above of how the Ymgarl came to
this conclusion are not the only methods that might
drive them to this skill, as the universe is a large place
with many night unexplainable things within it. What
does hold true is that these Ymgarl have taken a shine
to to Technological and the Commercial trades.
Ymgarl Scavengers have begun to develop an
understanding of Non-Biological Technology and the
importance it holds for the other races. This
newfound understanding can, as mentioned above,
provide an excellent method to obtain the thrones
required to purchase the blood they need from an
unscrupulous, or scrupulous depending on the planet,
source. Alternatively, they could also simply be
fascinated by Technology, and have begun following
a passion of a sort.
If they embark upon a more mercantile centric
interest, so too do they begin to understand the value
of commerce, and the process of exchanging money
for goods and services, and vice versa.
The natural resiliency of the Ymgarl aids their
pursuit of this goal, since many of them are able to
explore out and scavenge far further than other
humanoid could under the same circumstances,
drawing more to this path than one might initially
think.

56
Ymgarl Scavenger Requirements and Advanement

New Talent: Hybrid Form


Through practice and experimentation, the
Scavenger has learned how to assume a form in-
between their base Tyrannic one and their preferred
Disguise. This allows the Tyranid to utilize Tyranid
Weaponry while in the form of their Preferred
Disguise. A successful Common Lore (Tech) or
Forbidden Lore (Archeotech) skill test allows the
Tyranid to camoflage Tyrannic weapons to look like
others. Which weapon is the most appropriate for the
Tyranid weapon to be camoflaged as is best
determined by what equivalent weapon leaves
a similar wound.

57
Ymgarl Splicer
Source Disclaimer: This Alternate Rank and the lore describing embarked upon the mastery of Splicing can not only
it are purely fan made and unofficial. Feel free to use or tell, but show those who might think that just how
disregard as you see fit.
wrong they are.
While the Ymgarl who wander the Koronus Medicine and research are the primary skills that
Expanse are in the end free to do whatever they wish, Splicers utilize to perform their craft: exploring the
many of them are haunted by a single overwhelming limits of their own abilities. The motivations vary
facet of their existence. They are not wanted. Cut off from Splicer to Splicer, but eventually most come to
from the Hive Mind of the Tyranid race, the Ymgarl the realization that there is much that can be done to
are alone in the universe, and many seek the reason. enhance their already substantial natural abilities.
Splicers are those Ymgarl who dedicate These augmentations can produce some truly horrific
themselves to the pursuit of genetic engineering and looking, and incredibly practical enhancements.
discovery. Some do this out of a curiosity, since their Many Splicers look to the other races of the
abilities are unlike any other Tyranid in existence. Expanse for genetic material to attempt to incorporate
There are those that embark upon this path in an into their own. This grants them a familiarity with the
attempt to bring to light the flawed genetics that inner workings of those races, an ability which can
caused them to be cut off from the rest of their race, come in most handy when attempting to take down a
and potentially restore their connection one day. Still squad of them.
others embark upon this for a much more simpler Splicers represent the Bio-Engineering elite of the
reason: to become stronger. The Koronus Expanse is Ymgarl in the Koronus Expanse. For all those who
not for the faint of heart, and being able to shapeshift embark upon this path, great rewards may lie in wait.
combined with the natural resiliency of their Race In this path more than any other lies the potential to
many would say that of all those in the Expanse, the either embrace or reject the opportunity to join the
Ymgarl are some of the best suited. Those who have Galactic community.

58
Ymgarl Splicer Requirements and Advancements

New Talent: Genetic Enhancement


The Ymgarl has begun to enhance their already
substantial shapeshifting abilities. Pick one of the
following Traits: Auto-Stabilised, Quadruped, Sturdy,
the Splicer's base Tyrannic form gains that Trait. It
may be altered with the Shapeshifting talent as
normal.

New Talent: Genetic Perfection


Experimental splicing has yielded incredible fruit.
Each instance of this talent requires an instance of
Genetic Enhancement before it can be purchased. Pick
one of the following Traits: From Beyond,
Regeneration (+1), the Splicer's base Tyrannic Form
gains that Trait. It may be altered with the
Shapeshifting talent as normal.

New Talent: Genetic Apotheosis


The Splicer has become something more than they
ever possibly could have amongst the Hive. Pick one
of the following Traits: Phase, The Stuff of
Nightmares. The Splicer's base form gains that
Trait. It may be altered with the Shapeshifting
Talent as normal.

59
Chapter 7: Ascendant Ymgarl Tyranids

This section of the guide is meant to provide These Expanded Ranks function identically to the
additional ranks for the Rogue Trader system, ranks described in the Rogue Trader Core Rulebook,
bringing it's Experience Totals up to equal those and function in exactly the same manner. Upgrades
presented in the Dark Heresy: Ascension Rules are purchased from the given rank or a previous one
Supplement and the Deathwatch Core Rulebook. This until the requisite amount of experience has been
supplement provides three new Ranks for each Career spent to reach the next rank. Also provided are two
Path presented in the Rogue Trader Core Rulebook. Additional Characteristic Advances. These Additional
These ranks follow the normal rules for Rank Characteristic Advances each provide an additional +5
progression as detailed in the Rogue Trader Core to attributes, and are purchased in the same fashion as
Rulebook. They may also be replaced by Alternate regular characteristics as detailed in the Rogue Trader
Ranks as detailed in Into the Storm and other Rogue Core Rulebook. These new ranks may, at the player's
Trader Supplements. option, be swapped out for alternate ranks provided in
There are also several new talents and abilities Into the Storm and other Rogue Trader Supplements,
available as characters progress into this level of following the standard rules for Alternate Ranks.
expertise and ability, which are all detailed in the Remember to check the New Talents section
New Talents section. These talents are all based off for clarification of any talents that are not presented in
existing talents present in other lines, and inherent the Rogue Trader Core Rulebook, and apply the
abilities presented at the end of the Career Paths benefits described to the character.
section of the Rogue Trader Core Rulebook. The Below you'll find expanded career paths for
intent is to provide special abilities to every character the ones presented earlier in the guide, placed at the
at this power level, but not to cause power levels to end of the guide in case Legends of the Expanse
become too divergent. The three new Expanded mechanics are not being used. I hope you enjoy the
Ranks utilize the following experience levels: expanded character creation rules now in the Tyranid
Character Guide!
Rank 9: 35,000-39,999
Rank 10: 40,000-44,999
Rank 11: 45,000-49,999

60
Expanded
Ymgarl
Genestealer
Career Path

61
62
New Talents

Blade Dancer Deny the Witch


Prerequisites: Weapon Skill 40, Two Weapon Wielder Prerequisites: Willpower 35
(Melee) The Explorer draws on his faith and mental
The character has mastered the difficult ability fortitude to act as his shield against those tainted by
to wield a blade or other melee weapon in either hand, the Warp. The character may use his Willpower
making expert simultaneous attacks as they weave a characteristic when making an Evasion Reaction
deadly pattern of steel. When armed with two single- against ranged or melee attacks against him made with
handed melee weapons with the Balanced Quality, the psychic powers. When successfully evading an attack
character reduces the penalties for Two-Weapon with an area of effect, the character does not move but
Fighting by 10 (so 20 would drop to 10). If taken instead is simply unaffected by the psychic power.
with the Ambidextrous Talent, this drops the penalty
to +0. Eye of Vengeance
Prerequisites: Ballistic Skill 50
Cold Hearted The character can focus their intent on where it
Prerequisites: None is likely to do most damage to their enemy and then
Either chemical and surgical treatments or strike them down with a single shot. Before making a
sheer will has rendered the character immune to most ranged Standard Attack Action, the character may
mundane temptations. Seduction attempts against him spend a Fate Point. If he does so, his attack deals +X
automatically fail and Charm Tests increase their Damage and gains +X Pen, where X equals the
Difficulty by one level. Taking this Talent causes one number of Degrees of Success scored on the attack
Insanity Point. If the Explorer possesses the Chem roll.
Geld talent, they instead gain the benefits of the
difficulty increase to any skill with the Interaction Hammer Blow
descriptor, not just charm. Prerequisites: Crushing Blow
The character strikes a single blow with such
Death Dealer focus and force that it breaks armour and pulps flesh
Prerequisites: Weapon Skill 45, Ballistic Skill 45 as it strikes. When the character uses an All Out
The Explorer can place his hits where they Attack manoeuvre to make a single melee attack, they
inflict maximum harm, such as gaps or joints in may add half their Strength Bonus to the weapons
armour. When the characters attack in that combat Armour Penetration. The attack also counts as having
type inflicts Critical damage, he adds his unmodified the Concussive Special Quality to represent the
Perception bonus to the damage result. shocking force of the blows impact.

Deflect Shot
Prerequisites: Agility 50
The characters weapons move with such
speed that they can deflect thrown weapons and shots
fired from primitive weapons. When the character is
armed with a readied melee weapon, they add their
Weapon Skill Bonus to their Armour Points on all
locations (even unarmoured locations) when
calculating Damage from hits from ranged weapons
with the Primitive Special Quality or Thrown
weapons. This bonus armor does not apply to Blast
weapons.

63
New Talents

Hunger (Alleviated) Mastery


Prerequisties: Hunger (Tempered) Prerequisites: Any Skill +20
The Ymgarl has altered their biochemistry so The character has become a consummate
that they can maximize the duration of needing to master of a single Skill and can perform feats with it
feed should their Hunger arise. This talent reduces that would baffle lesser men. The character may spend
the Toughness Test presented in Ymgarl Hunger to an a Fate Point to automatically pass a Skill Test with his
Easy (+30) test and reduces the Willpower test chosen Skill (which must be at +20), provided the
presented there to an Ordinary (+10). This talent also final modifier to his Skill Test is 0 or better. In
grants the Ymgarl the ability to last much longer addition to simply passing the Test, the character will
without feeding upon shapeshifting, extending the pass it by a number of Degrees of Success equal to it's
time to 4d5 hours. This also cuts the needed associated Characteristic Bonus. This Talent may be
nourishent down to an even further fraction of a taken more than once, each time for a different Skill.
human sized creature (approximately .5 liters) due to
a metabolism of unsurpassed efficiency. Toughness Meditative Frenzy
damage is now reduced by the Ymgarl's Toughness Prerequisites: Frenzy, Battle Rage, Willpower 45
Bonus to a minimum of 0. The Ymgarl, when not So practiced is the character in the art of fury
utilizing shapeshifting, is able to stave off hunger for and destruction that is has become a natural state for
a number of days equal to four times their Toughness them. The character no longer suffers a -20 to Ballistic
Bonus. Skills and Willpower Tests. So focused is their fury
that they are able to act more freely under it's
Killing Strike influence, and as such are no longer required to move
Prerequisites: Weapon Skill 50 closer to their target or utilize the All-Out Attack
Certain Explorers are amongst the deadliest action.
warriors in the galaxy, and they have learned how
best to place their blows for maximum effect. When Miraculous Survival
taking the All-Out Attack action, an Explorer may Prerequisites: n/a
spend a Fate Point (before rolling the dice) to make The Explorer is not merely protected by their
his melee attacks for that round impossible to parry or faith in the Emperor, it is clear to all that He has plans
dodge. for them and they will not die until He ordains it.
When the Explorer burns a Fate Point to avoid death,
Master Mimic they stands up (or climbs their way out of the rubble,
Prerequisites: Ymgarl Tyranid, Hunger (Tempered), etc.) at the beginning of their next action completely
Shapeshifting Mastery unharmed in any way. They have full wounds, no
The Ymgarl has mastered the art of fatigue and are cured of any critical effects that they
impersonation and is able to understand other cultures had sustained, even if the damage was incurred before
without difficulty. The Ymgarl no longer suffers the the event that would have caused their death.
penalties of Speak Not Unto the Alien and Non-
Imperial when in Human disguise, and suffers no Natural Weapon Mastery
equivalent penalties for shapeshifting into other races Prerequisites: Ymgarl Tyranid, Hunger (Tempered),
either. Shapeshifting Mastery
The Ymgarl has made their weapons so much
a part of themselves that they are able to perform feats
like few other species. The Ymgarl may now parry
with their Natural Weapons at no risk of breaking
them against power fields.

64
New Talents

Never Die Sidearm


Prerequisites: Toughness 50, Willpower 50 Prerequisites: Weapon Skill 40, Ballistic Skill 40, Two
The characters will or devotion to the Weapon Wielder (Ballistic, Melee)
Emperor can sustain him when his mortal body fails Many Rogue Traders among the stars of the
him. The character can spend one Fate Point to ignore Koronus Expanse favour fighting with both blade and
the effects of injury, Fatigue, and Stunning for a pistol. When armed with a pistol in one hand and
single combat. This Talent does not prevent the melee weapon in the other (both of which the
Damage, but allows the character to temporarily character could normally use single-handed), the
ignore its effects for the duration of the combat. character reduces the penalty for Two-Weapon
Death still affects him normally. Fighting by 10 (so 20 would drop to 10). If taken
with the Ambidextrous Talent, this drops the penalty
Ossified Carapace 10 to 0.
Prerequisites: Ymgarl Tyranid, Hardened Carapace 8
The Ymgarl Tyranid has learned to produce Stalwart Defense
truly plates of legendary durability to protect Prerequisites: Weapon Skill 50, Fearless
themselves, granting themselves an additional +2 The Explorer stands immovable and
armor for a total of 10. The same restrictions indomitable, as if he were made of rock and iron
mentioned in the Reinforced Chitin 2 and against which foes break like water against a cliff. The
Shapeshifting talents still apply. Explorer may spend a Fate Point as a Full Action to
adopt a Stalwart Defense. While adopting this
Ossified Carapace 12 condition, the Explorer may not move and may not
Prerequisites: Ymgarl Tyranid, Hardened Carapace 8 Dodge. He may make a Parry reaction against all
The Ymgarl Tyranid has learned to produce successful strikes against him, and all Damage he
truly plates of legendary durability to protect suffers is reduced by 2. Furthermore, the characters
themselves, granting themselves an additional +2 enemies gain no benefits for outnumbering the
armor for a total of 12. The same restrictions Explorer in close combat. These effects last until the
mentioned in the Reinforced Chitin 2 and Explorer chooses to end his Stalwart Defense or until
Shapeshifting talents still apply. he is rendered incapable of fighting.

Peerless Marksmanship Shapeshifting Perfection


Prerequisites: Deadeye Shot, Marksman, Prerequisites: Ymgarl Tyranid, Shapeshifting Mastery
Sharpshooter, Ballistic Skill 40, Perception 40 Surpassing almost all other Ymgarl Tyranids,
The character has perfected the art of leading their shapeshifting has become truly a work of art.
and adjusting for atmospheric conditions so The Ymgarl adds an additional +10 (for a total of +30
frequently that it has become second nature. So great from this talent) to all Disguise checks to shapeshift,
is the character's skill with firearms that they may allows the shapeshift to persist for a number of weeks
now utilize the Called Shot special action as a half equal to their Willpower Bonus, and allows the
action. Ymgarl to shapeshift three size categories larger or
smaller. This talent also reflects the fact that the
Preturnatural Speed Ymgarl has perfected their shapeshirting abilities,
Prerequisites: Weapon Skill 40, Agility 50 allowing them to add more fomidable abilities from
The character is a swift moving bringer of the deadliest of Tyranid strains. The degrees of
death, a living, bloody scythe before whom foes die success required by medicae tests increases to 4.
like corn before the reaper. The character may use
Swift Attack and Lighting Attack as a Half Action
rather than a Full Action. In addition, the
character may use the Swift Attack and
Lightning Attack Talents during a Charge.

65
New Talents

Storm of Iron Thunder Charge


Prerequisites: Ballistic Skill 45 Prerequisites: Strength 50
When facing massed enemies on the The Explorer charges into combat using his
battlefield, the character lays down a storm of armoured body as an additional weapon. Driven by his
firepower that even the most foolhardy cannot push armour and the Explorers enhanced muscle, the
through. When the character deals Damage to a target impact of such a charge is like being struck by a
with a semi-auto burst or a full-auto burst, the thunderbolt. When the Explorer makes a Charge
character may allocate his extra hits to any other Action, first make an unarmed attack against every
target within five metres, instead of the usual two opponent he is charging. This represents slamming
metres. into the enemy with the characters armoured bulk.
This attack automatically also has the potential to
Street Fighting knock the opponent down in the same way as if the
Prerequisites: Weapon Skill 30 Explorer had used the Knock Down Action. Once this
The character is adept in close and dirty attack has been resolved, the Explorer may make his
fighting, favouring small weapons or even his bare normal Charge Attack as normal.
hands to take down his foes. When armed with a knife
(powered, chain or otherwise), similar small weapon, Tyranid
or simply armed with his bare hands, he adds half his Prerequisites: Ymgarl Tyranid, Hunger (Tempered),
Weapon Skill Bonus to any Critical Damage he Shapeshifting Mastery.
inflicts. After spending so much time Shapeshifting,
the Ymgarl has recovered the immunities of their
Subdermal Carapace bretheren. Tyranids are immune to all of the effects of
Prerequisites: Ymgarl Tyranid, Hunger (Tempered), the following: pinning, mind-affecting Psychic
Shapeshifting Mastery Powers, warp based powers that affect the mind, cold,
Through experimentation and practice, the heat, diseases, and poisons, including the effects of
Ymgarl Tyranid has mastered the art of creating weapons with the Toxic Quality.
Chitinous Plates, and has learned how to minimize
their obtrusiveness to the point where they can be Unpowered Weapon Mastery
manifested underneath worn armor. The Ymgarl may Prerequisites: Melee Weapon Training
now add any armor gained from Reinforced Chitin or (Universal)
other equivalent talents to the Armor Value of any The Explorer has learned the art of deflecting
worn armor when in a shapeshifted form capable of power weapons on the field of battle in such a fashion
wearing it. as to preserve non powered ones meeting them by
swatting them aside and catching hilt and haft instead
Target Selection of the power field directly. Explorers with this talent
Prerequisites: Ballistic Skill 50 ignore the chance that power weapons have to destroy
The characters dread gaze marks out his non-powered weapons when parrying or being
chosen victim and not even the riotous confusion of parried.
close combat interferes. The character may shoot into
melee with no penalty. If he aims beforehand, he can
avoid any chance of hitting friendly targets.

66
New Talents

Warp Lock Whirlwind of Death


Prerequisites: Willpower 50, Psy Rating, Strong Prerequisites: Weapon Skill 40
Minded When facing massed opponents in combat, the
The character has learned to swiftly cut character becomes a whirlwind of death, moving,
himself off from the Warp to protect himself from hacking, gutting, and beheading with ceaseless fury.
harm. Once per game session, the character may When attacking more than one foe in close combat,
ignore a Psychic Phenomenon result he has rolled the character may make one melee attack for each foe
(including a result that would indicate rolling on the he is facing, up to a maximum equal to his Weapon
Perils of the Warp Table) completely negating its Skill Bonus. Each additional attack beyond the first
effects. Such rapid dislocation from the Warp, counts as a Free Action, but cannot be combined with
through, is stressful and traumatic to the characters any other Talents or abilities which would grant extra
mind and they will suffer 1d5 Energy Damage to the attacks or hits (i.e. Lightning Attack, Furious Charge,
Head location (not reduced by Armour or Toughness) etc.). The character may choose in which order he
as a result, and may not make any Focus Power Tests attacks his opponents.
or sustain other Psychic Powers until the beginning of
his next Turn.

67
A Note from the Author
And so here is the completed first draft Tyranid Character Guide, as of 6-22-17 (US Date Notation).
This was an incredibly interesting project to work on, and took much more research from a wider variety of
sources! The particulars of how the Ymgarl got there are meant to be vague to allow for the GM running to
come up with a variety of explanations and options. Since Tyranids are incredibly rare in the Koronus
Expanse, there is little to no lore on them being there. Additionally, in an effort to not step on the toes of any
official lore that might come out vagueness seemed to be the best option. The Ymgarl were the obvious
choice for a PC Tyranid, due to their separation from the hive mind and the fact that their homeworld is
located right around the Calixis Sector and Koronus Expanse, so just take that as a baseline and go forth from
there! Hopefully this meshes up will with the existing Xenos Character Guides, and here's hoping that you
enjoy the opportunity to play a Ymgarl Genestealer!
A huge thanks goes out to those who have done the artwork utilized in this guide. If you would like a
credit, please feel free to contact me and I will add in a Credits page with your name and a link to the original
image location.
Additional thanks goes out to LibreOffice, without whom I would not be able to create these Character
Guides. And incredible free program, and highly recommended.
Special thanks goes out to all those who gave me feedback on the FFG forums, helping with balance
issues, grammatical obfuscation, and typos, in particular aleandro01. It's been a huge help!
Finally, a huge thanks to Fantasy Flight Games for continuing the Warhammer 40,000 Roleplay
system. Good luck to them and here's to the next set of fantastic supplments.
If you have any questions, find some typos, or simply wish to contact me, send me an email at
LodgeBlackman99@gmail.com, or visit http://www.lodgeblackmangames.jigsy.com.

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